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229 lines
5.4 KiB
229 lines
5.4 KiB
/* |
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Copyright (c) 1999, Cold Ice Modification. |
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This code has been written by SlimShady ( darcuri@optonline.net ) |
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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 and from the Cold Ice team. |
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Please if you use this code in any public form, please give us credit. |
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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 CLUSTERGRENADE_PRIMARY_VOLUME 450 |
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enum cluster_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, |
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HANDGRENADE_THROW2, |
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HANDGRENADE_THROW3, |
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HANDGRENADE_HOLSTER, |
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HANDGRENADE_DRAW |
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*/ |
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}; |
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class CClusterGrenade : 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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int iItemSlot( void ) { return 5; } |
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int GetItemInfo(ItemInfo *p); |
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void PrimaryAttack( void ); |
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BOOL Deploy( void ); |
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BOOL CanHolster( void ); |
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void Holster( void ); |
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void WeaponIdle( void ); |
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float m_flStartThrow; |
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float m_flReleaseThrow; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_clustergrenade, CClusterGrenade ); |
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LINK_ENTITY_TO_CLASS( weapon_handgrenade, CClusterGrenade ); |
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void CClusterGrenade::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING( "weapon_clustergrenade" ); |
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Precache( ); |
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m_iId = WEAPON_CLUSTERGRENADE; |
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SET_MODEL(ENT(pev), "models/clustergrenade.mdl"); |
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pev->dmg = gSkillData.plrDmgClusterGrenade; |
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m_iDefaultAmmo = CLUSTERGRENADE_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CClusterGrenade::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/w_grenade.mdl"); |
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PRECACHE_MODEL("models/vmodels/v_chumtoad.mdl"); |
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PRECACHE_MODEL("models/p_grenade.mdl"); |
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PRECACHE_SOUND("weapons/pinpull.wav"); |
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} |
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int CClusterGrenade::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "Cluster Grenade"; |
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p->iMaxAmmo1 = CLUSTERGRENADE_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_CLUSTERGRENADE; |
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p->iWeight = CLUSTERGRENADE_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 CClusterGrenade::Deploy( ) |
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{ |
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m_flReleaseThrow = -1; |
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return DefaultDeploy( "models/vmodels/v_chumtoad.mdl", "models/p_grenade.mdl", NULL, "crowbar" ); |
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} |
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BOOL CClusterGrenade::CanHolster( void ) |
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{ |
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return ( m_flStartThrow == 0 ); |
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} |
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void CClusterGrenade::Holster( ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pinpull.wav", 1.0, ATTN_NORM); |
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//SendWeaponAnim( HANDGRENADE_HOLSTER ); |
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} |
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else |
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{ |
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_CLUSTERGRENADE); |
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SetThink( &CClusterGrenade::DestroyItem ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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} |
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void CClusterGrenade::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; |
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//SendWeaponAnim( HANDGRENADE_PINPULL ); |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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} |
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} |
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void CClusterGrenade::WeaponIdle( void ) |
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{ |
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if (m_flReleaseThrow == 0) |
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m_flReleaseThrow = gpGlobals->time; |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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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) |
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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) * 4; |
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if (flVel > 500) |
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flVel = 500; |
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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 = m_flStartThrow - gpGlobals->time + 3.0; |
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if (time < 0) |
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time = 0; |
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CGrenade::ShootClusterGrenade( m_pPlayer->pev, vecSrc, vecThrow, time ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flStartThrow = 0; |
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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_flReleaseThrow > 0) |
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{ |
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// we've finished the throw, restart. |
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m_flStartThrow = 0; |
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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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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m_flReleaseThrow = -1; |
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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 = HANDGRENADE_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// 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 = gpGlobals->time + 75.0 / 30.0; |
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} |
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//SendWeaponAnim( iAnim ); |
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} |
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}
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