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270 lines
6.9 KiB
270 lines
6.9 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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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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#define HANDGRENADE_PRIMARY_VOLUME 450 |
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enum handgrenade_e |
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{ |
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HANDGRENADE_IDLE = 0, |
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HANDGRENADE_FIDGET, |
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HANDGRENADE_PINPULL, |
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HANDGRENADE_THROW1, // toss |
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HANDGRENADE_THROW2, // medium |
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HANDGRENADE_THROW3, // hard |
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HANDGRENADE_HOLSTER, |
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HANDGRENADE_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade ) |
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void CHandGrenade::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_HANDGRENADE; |
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SET_MODEL( ENT( pev ), "models/w_tnt.mdl" ); |
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#if !CLIENT_DLL |
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pev->dmg = gSkillData.plrDmgHandGrenade; |
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#endif |
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m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CHandGrenade::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_tnt.mdl" ); |
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PRECACHE_MODEL( "models/v_tnt.mdl" ); |
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PRECACHE_MODEL( "models/p_tnt.mdl" ); |
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} |
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int CHandGrenade::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "Hand Grenade"; |
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p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 4; |
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p->iPosition = 0; |
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p->iId = m_iId = WEAPON_HANDGRENADE; |
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p->iWeight = HANDGRENADE_WEIGHT; |
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
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return 1; |
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} |
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BOOL CHandGrenade::Deploy() |
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{ |
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m_flReleaseThrow = -1; |
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return DefaultDeploy( "models/v_tnt.mdl", "models/p_tnt.mdl", HANDGRENADE_DRAW, "crowbar" ); |
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} |
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BOOL CHandGrenade::CanHolster( void ) |
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{ |
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// can only holster hand grenades when not primed! |
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return ( m_flStartThrow == 0 ); |
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} |
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void CHandGrenade::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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SendWeaponAnim( HANDGRENADE_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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DestroyItem(); |
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} |
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if( m_flStartThrow ) |
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{ |
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m_flStartThrow = 0.0f; |
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m_flReleaseThrow = 0.0f; |
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} |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM ); |
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} |
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void CHandGrenade::PrimaryAttack() |
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{ |
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if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) |
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{ |
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m_flStartThrow = gpGlobals->time; |
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m_flReleaseThrow = 0.0f; |
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SendWeaponAnim( HANDGRENADE_PINPULL ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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} |
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void CHandGrenade::WeaponIdle( void ) |
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{ |
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if( m_flReleaseThrow == 0.0f && m_flStartThrow ) |
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m_flReleaseThrow = gpGlobals->time; |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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if( m_flStartThrow ) |
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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 < 0.0f ) |
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angThrow.x = -10.0f + angThrow.x * ( ( 90.0f - 10.0f ) / 90.0f ); |
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else |
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angThrow.x = -10.0f + angThrow.x * ( ( 90.0f + 10.0f ) / 90.0f ); |
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float flVel = ( 90.0f - angThrow.x ) * 4.0f; |
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if( flVel > 500.0f ) |
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flVel = 500.0f; |
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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 * 16.0f; |
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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 = m_flStartThrow - gpGlobals->time + 3.0f; |
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if( time < 0.0f ) |
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time = 0.0f; |
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CHandGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time ); |
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if( flVel < 500.0f ) |
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{ |
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SendWeaponAnim( HANDGRENADE_THROW1 ); |
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} |
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else if( flVel < 1000.0f ) |
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{ |
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SendWeaponAnim( HANDGRENADE_THROW2 ); |
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} |
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else |
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{ |
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SendWeaponAnim( HANDGRENADE_THROW3 ); |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if !HANDGRENADE_DEPLOY_FIX |
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m_flReleaseThrow = 0.0f; |
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#endif |
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m_flStartThrow = 0.0f; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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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 = UTIL_WeaponTimeBase() + 0.5f;// 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_flReleaseThrow > 0.0f ) |
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{ |
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// we've finished the throw, restart. |
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m_flStartThrow = 0.0f; |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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SendWeaponAnim( HANDGRENADE_DRAW ); |
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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 = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
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m_flReleaseThrow = -1.0f; |
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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 = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); |
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if( flRand <= 0.75f ) |
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{ |
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iAnim = HANDGRENADE_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f );// 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 = HANDGRENADE_FIDGET; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0f / 30.0f; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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CGrenade *CHandGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) |
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{ |
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); |
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pGrenade->Spawn(); |
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UTIL_SetOrigin( pGrenade->pev, vecStart ); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); |
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pGrenade->pev->owner = ENT( pevOwner ); |
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pGrenade->SetTouch( &CGrenade::BounceTouch ); // Bounce if touched |
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate |
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that |
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// the grenade explodes after the exact amount of time specified in the call to ShootTimed(). |
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pGrenade->pev->dmgtime = gpGlobals->time + time; |
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pGrenade->SetThink( &CGrenade::TumbleThink ); |
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pGrenade->pev->nextthink = gpGlobals->time + 0.1f; |
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if( time < 0.1f ) |
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{ |
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pGrenade->pev->nextthink = gpGlobals->time; |
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pGrenade->pev->velocity = Vector( 0, 0, 0 ); |
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} |
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pGrenade->pev->sequence = RANDOM_LONG( 3, 6 ); |
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pGrenade->pev->framerate = 1.0; |
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// Tumble through the air |
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// pGrenade->pev->avelocity.x = -400; |
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pGrenade->pev->gravity = 0.5; |
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pGrenade->pev->friction = 0.8; |
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SET_MODEL( ENT( pGrenade->pev ), "models/w_tnt.mdl" ); |
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pGrenade->pev->dmg = 100; |
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return pGrenade; |
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}
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