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256 lines
5.3 KiB
256 lines
5.3 KiB
/****************************************** |
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* * |
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* Fichier fgrenade, par Julien * |
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* * |
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* code de la grenade |
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* * |
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******************************************/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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int iFgTrail; |
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enum fgrenade_e |
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{ |
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FGRENADE_IDLE = 0, |
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FGRENADE_FIDGET, |
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FGRENADE_PINPULL, |
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FGRENADE_THROW1, // toss |
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FGRENADE_THROW2, // medium |
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FGRENADE_THROW3, // hard |
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FGRENADE_HOLSTER, |
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FGRENADE_DEPLOY |
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}; |
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class CFGrenade : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void PrimaryAttack( void ); |
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BOOL CanHolster( void ); |
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void Holster( int skiplocal = 0 ); |
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void WeaponIdle( void ); |
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BOOL Deploy( void ); |
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int GetItemInfo(ItemInfo *p); |
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int iItemSlot( void ) { return 5; } //position de l'arme dans le hud |
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float m_flThrowFg; |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_fgrenade , CFGrenade ); |
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//============================================ |
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// |
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//============================================ |
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void CFGrenade::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_fgrenade"); |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_fgrenade.mdl"); |
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m_iId = WEAPON_FGRENADE; |
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m_iDefaultAmmo = FGRENADE_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CFGrenade::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_fg.mdl"); |
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PRECACHE_MODEL("models/w_fgrenade.mdl"); |
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PRECACHE_MODEL("models/p_9mmAR.mdl"); |
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PRECACHE_MODEL("models/w_frag.mdl"); |
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iFgTrail = PRECACHE_MODEL("sprites/laserbeam.spr"); |
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} |
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int CFGrenade::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "Fragmentation grenades"; |
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p->iMaxAmmo1 = FGRENADE_MAX_CARRY; |
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p->iMaxClip = FGRENADE_MAX_CLIP; |
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p->iSlot = 4; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_FGRENADE; |
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p->iWeight = FGRENADE_WEIGHT; |
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p->iFlags = 0; |
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return 1; |
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} |
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int CFGrenade::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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m_pPlayer->TextAmmo( TA_FRAG ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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BOOL CFGrenade :: Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_fg.mdl", "models/p_9mmAR.mdl", FGRENADE_DEPLOY, "crowbar" ); |
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} |
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BOOL CFGrenade :: CanHolster( void ) |
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{ |
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// can only holster hand grenades when not primed! |
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return ( m_flThrowFg != 1 ); |
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} |
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void CFGrenade::Holster( int skiplocal ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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SendWeaponAnim( FGRENADE_HOLSTER ); |
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} |
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else |
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{ |
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// no more grenades! |
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_HANDGRENADE); |
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/*SetThink( &CFGrenade::DestroyItem ); |
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pev->nextthink = gpGlobals->time + 0.1;*/ |
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DestroyItem(); |
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} |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); |
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} |
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void CFGrenade::PrimaryAttack() |
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{ |
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 ) |
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return; |
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m_flThrowFg = 1; |
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SendWeaponAnim( FGRENADE_PINPULL ); |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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m_flNextPrimaryAttack = gpGlobals->time + 0xFF; |
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} |
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void CFGrenade::WeaponIdle( void ) |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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if (m_flThrowFg == 1) |
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{ |
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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if (angThrow.x < 0) |
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angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0); |
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else |
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angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0); |
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float flVel = (90 - angThrow.x) * 6; |
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if (flVel > 1000) |
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flVel = 1000; |
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UTIL_MakeVectors( angThrow ); |
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; |
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity; |
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// alway explode 3 seconds after the pin was pulled |
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float time = 3.0; |
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if (time < 0) |
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time = 0; |
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CGrenade::ShootFrag( m_pPlayer->pev, vecSrc, vecThrow, 1 ); |
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SendWeaponAnim( FGRENADE_THROW1 ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flThrowFg = 2; |
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m_flNextPrimaryAttack = gpGlobals->time + 0.5; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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// just threw last grenade |
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// set attack times in the future, and weapon idle in the future so we can see the whole throw |
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// animation, weapon idle will automatically retire the weapon for us. |
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing |
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} |
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return; |
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} |
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else if (m_flThrowFg == 2) |
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{ |
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// we've finished the throw, restart. |
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m_flThrowFg = 0; |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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SendWeaponAnim( FGRENADE_DEPLOY ); |
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} |
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else |
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{ |
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RetireWeapon(); |
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return; |
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} |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.75) |
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{ |
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iAnim = FGRENADE_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + 21 / 5.0;// how long till we do this again. |
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} |
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else |
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{ |
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iAnim = FGRENADE_FIDGET; |
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m_flTimeWeaponIdle = gpGlobals->time + 7 / 6.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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}
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