Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
Copyright (c) 1999, Cold Ice Modification.
This code has been written by SlimShady ( darcuri@optonline.net )
Use, distribution, and modification of this source code and/or resulting
object code is restricted to non-commercial enhancements to products from
Valve LLC. All other use, distribution, or modification is prohibited
without written permission from Valve LLC and from the Cold Ice team.
Please if you use this code in any public form, please give us credit.
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#define CLUSTERGRENADE_PRIMARY_VOLUME 450
enum cluster_e {
/*
HANDGRENADE_IDLE = 0,
HANDGRENADE_FIDGET,
HANDGRENADE_PINPULL,
HANDGRENADE_THROW1,
HANDGRENADE_THROW2,
HANDGRENADE_THROW3,
HANDGRENADE_HOLSTER,
HANDGRENADE_DRAW
*/
};
class CClusterGrenade : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( void );
void WeaponIdle( void );
float m_flStartThrow;
float m_flReleaseThrow;
};
LINK_ENTITY_TO_CLASS( weapon_clustergrenade, CClusterGrenade );
LINK_ENTITY_TO_CLASS( weapon_handgrenade, CClusterGrenade );
void CClusterGrenade::Spawn( )
{
pev->classname = MAKE_STRING( "weapon_clustergrenade" );
Precache( );
m_iId = WEAPON_CLUSTERGRENADE;
SET_MODEL(ENT(pev), "models/clustergrenade.mdl");
pev->dmg = gSkillData.plrDmgClusterGrenade;
m_iDefaultAmmo = CLUSTERGRENADE_DEFAULT_GIVE;
FallInit();
}
void CClusterGrenade::Precache( void )
{
PRECACHE_MODEL("models/w_grenade.mdl");
PRECACHE_MODEL("models/vmodels/v_chumtoad.mdl");
PRECACHE_MODEL("models/p_grenade.mdl");
PRECACHE_SOUND("weapons/pinpull.wav");
}
int CClusterGrenade::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Cluster Grenade";
p->iMaxAmmo1 = CLUSTERGRENADE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 0;
p->iId = m_iId = WEAPON_CLUSTERGRENADE;
p->iWeight = CLUSTERGRENADE_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CClusterGrenade::Deploy( )
{
m_flReleaseThrow = -1;
return DefaultDeploy( "models/vmodels/v_chumtoad.mdl", "models/p_grenade.mdl", NULL, "crowbar" );
}
BOOL CClusterGrenade::CanHolster( void )
{
return ( m_flStartThrow == 0 );
}
void CClusterGrenade::Holster( )
{
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pinpull.wav", 1.0, ATTN_NORM);
//SendWeaponAnim( HANDGRENADE_HOLSTER );
}
else
{
m_pPlayer->pev->weapons &= ~(1<<WEAPON_CLUSTERGRENADE);
SetThink( DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CClusterGrenade::PrimaryAttack()
{
if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
{
m_flStartThrow = gpGlobals->time;
m_flReleaseThrow = 0;
//SendWeaponAnim( HANDGRENADE_PINPULL );
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
}
}
void CClusterGrenade::WeaponIdle( void )
{
if (m_flReleaseThrow == 0)
m_flReleaseThrow = gpGlobals->time;
if (m_flTimeWeaponIdle > gpGlobals->time)
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 = 500;
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 + 3.0;
if (time < 0)
time = 0;
CGrenade::ShootClusterGrenade( m_pPlayer->pev, vecSrc, vecThrow, time );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flStartThrow = 0;
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
m_flTimeWeaponIdle = gpGlobals->time + 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 = gpGlobals->time + 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])
{
RetireWeapon();
return;
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
m_flReleaseThrow = -1;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
//int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75)
{
//iAnim = HANDGRENADE_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
else
{
//iAnim = HANDGRENADE_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
}
//SendWeaponAnim( iAnim );
}
}