Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
Здесь был rainbow
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#define HANDGRENADE_PRIMARY_VOLUME 450
enum handgrenade_e
{
HANDGRENADE_IDLE = 0,
HANDGRENADE_THROW2,
HANDGRENADE_DRAW,
HANDGRENADE_FIDGET
};
LINK_ENTITY_TO_CLASS( weapon_rock, CRock )
void CRock::Spawn()
{
Precache();
m_iId = WEAPON_ROCK;
SET_MODEL( ENT( pev ), "models/w_rock.mdl" );
#ifndef CLIENT_DLL
pev->dmg = 40;
#endif
m_iDefaultAmmo = 10000000;
FallInit();// get ready to fall down.
}
void CRock::Precache( void )
{
PRECACHE_MODEL( "models/w_rock.mdl" );
PRECACHE_MODEL( "models/v_rock.mdl" );
PRECACHE_MODEL( "models/p_rock.mdl" );
}
int CRock::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "Hand Grenade";
p->iMaxAmmo1 = 10000000000000;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 4;
p->iId = m_iId = WEAPON_ROCK;
p->iWeight = HANDGRENADE_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CRock::Deploy()
{
m_flReleaseThrow = -1;
return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", HANDGRENADE_DRAW, "crowbar" );
}
BOOL CRock::CanHolster( void )
{
// can only holster hand grenades when not primed!
return ( m_flStartThrow == 0 );
}
void CRock::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
}
else
{
// no more grenades!
m_pPlayer->pev->weapons &= ~( 1 << WEAPON_HANDGRENADE );
SetThink( &CBasePlayerItem::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;
}
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM );
}
void CRock::PrimaryAttack()
{
if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 )
{
m_flStartThrow = gpGlobals->time;
m_flReleaseThrow = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
}
void CRock::WeaponIdle( void )
{
if( m_flReleaseThrow == 0 && m_flStartThrow )
m_flReleaseThrow = gpGlobals->time;
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if( m_flStartThrow )
{
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
if( angThrow.x < 0 )
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
else
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
float flVel = ( 90 - angThrow.x ) * 4;
if( flVel > 500 )
flVel = 1300;
UTIL_MakeVectors( angThrow );
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
// alway explode 3 seconds after the pin was pulled
float time = m_flStartThrow - gpGlobals->time + 3000000000;
if( time < 0 )
time = 0;
CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
if( flVel < 500 )
{
SendWeaponAnim( HANDGRENADE_THROW2 );
}
else if( flVel < 1000 )
{
SendWeaponAnim( HANDGRENADE_THROW2 );
}
else
{
SendWeaponAnim( HANDGRENADE_THROW2 );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flReleaseThrow = 0;
m_flStartThrow = 0;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
// just threw last grenade
// set attack times in the future, and weapon idle in the future so we can see the whole throw
// animation, weapon idle will automatically retire the weapon for us.
m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;// ensure that the animation can finish playing
}
return;
}
else if( m_flReleaseThrow > 0 )
{
// we've finished the throw, restart.
m_flStartThrow = 0;
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
SendWeaponAnim( HANDGRENADE_DRAW );
}
else
{
RetireWeapon();
return;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
m_flReleaseThrow = -1;
return;
}
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 20 );
if( flRand <= 0.75 )
{
iAnim = HANDGRENADE_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
}
else
{
iAnim = HANDGRENADE_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0;
}
SendWeaponAnim( iAnim );
}
}