Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "weapon_combat_basegrenade.h"
#include "weapon_combatshield.h"
#include "in_buttons.h"
#if !defined( CLIENT_DLL )
#include "tf_shieldgrenade.h"
#else
#define CWeaponShieldGrenade C_WeaponShieldGrenade
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SHIELD_GRENADE_LIFETIME 10.0f // 10 seconds
//-----------------------------------------------------------------------------
// The shield grenade weapon
//-----------------------------------------------------------------------------
class CWeaponShieldGrenade: public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponShieldGrenade, CWeaponCombatUsedWithShieldBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponShieldGrenade();
void Spawn( void );
void ItemPostFrame( void );
void PrimaryAttack( void );
void ThrowGrenade( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
private:
// A hack to work around missing animation feature
float m_flStartedThrowAt;
private:
CWeaponShieldGrenade( const CWeaponShieldGrenade & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShieldGrenade, DT_WeaponShieldGrenade )
BEGIN_NETWORK_TABLE( CWeaponShieldGrenade, DT_WeaponShieldGrenade )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( weapon_shield_grenade, CWeaponShieldGrenade );
PRECACHE_WEAPON_REGISTER(weapon_shield_grenade);
BEGIN_PREDICTION_DATA( CWeaponShieldGrenade )
DEFINE_FIELD( m_flStartedThrowAt, FIELD_FLOAT ),
END_PREDICTION_DATA();
CWeaponShieldGrenade::CWeaponShieldGrenade( void )
{
SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Yeehaw
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::Spawn( void )
{
BaseClass::Spawn();
m_flStartedThrowAt = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
// Look for button downs
if ( (pOwner->m_nButtons & IN_ATTACK) && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
m_flStartedThrowAt = gpGlobals->curtime;
SendWeaponAnim( ACT_VM_DRAW );
}
// Look for button ups
if ( (pOwner->m_afButtonReleased & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && m_flStartedThrowAt )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
PrimaryAttack();
m_flStartedThrowAt = 0;
}
// No buttons down?
if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
{
WeaponIdle( );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::PrimaryAttack( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
if ( !GetPrimaryAmmo() )
return;
// player "shoot" animation
PlayAttackAnimation( ACT_VM_THROW );
ThrowGrenade();
// Setup for refire
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
CheckRemoveDisguise();
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
g_pGameRules->GetNextBestWeapon( pPlayer, NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::ThrowGrenade( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
BaseClass::WeaponSound(WPN_DOUBLE);
// Calculate launch velocity (3 seconds for max distance)
float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
float flSpeed = 800 + (200 * flThrowTime);
// If the player's crouched, roll the grenade
if ( pPlayer->GetFlags() & FL_DUCKING )
{
// Launch the grenade
Vector vecForward;
QAngle vecAngles = pPlayer->EyeAngles();
// Throw it up just a tad
vecAngles.x = -1;
AngleVectors( vecAngles, &vecForward, NULL, NULL);
Vector vecOrigin;
VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
vecOrigin += (vecForward * 16);
vecForward = vecForward * flSpeed;
QAngle vecGrenAngles;
vecGrenAngles.Init( 0, vecAngles.y, 0 );
#if !defined( CLIENT_DLL )
CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
#endif
}
else
{
// Launch the grenade
Vector vecForward;
QAngle vecAngles = pPlayer->EyeAngles();
AngleVectors( vecAngles, &vecForward, NULL, NULL);
Vector vecOrigin = pPlayer->EyePosition();
vecOrigin += (vecForward * 16);
vecForward = vecForward * flSpeed;
QAngle vecGrenAngles;
vecGrenAngles.Init( 0, vecAngles.y, 0 );
#if !defined( CLIENT_DLL )
CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
#endif
}
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}