You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
233 lines
5.4 KiB
233 lines
5.4 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "fx_dod_shared.h"
|
||
|
#include "weapon_riflegrenade.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "prediction.h"
|
||
|
#endif
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponBaseRifleGrenade )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
|
||
|
CWeaponBaseRifleGrenade::CWeaponBaseRifleGrenade()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void CWeaponBaseRifleGrenade::Spawn()
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
void CWeaponBaseRifleGrenade::PrimaryAttack( void )
|
||
|
{
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||
|
|
||
|
Assert( pPlayer );
|
||
|
|
||
|
// Out of ammo?
|
||
|
if ( m_iClip1 <= 0 )
|
||
|
{
|
||
|
if (m_bFireOnEmpty)
|
||
|
{
|
||
|
PlayEmptySound();
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( pPlayer->GetWaterLevel() > 2 )
|
||
|
{
|
||
|
PlayEmptySound();
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// decrement before calling PlayPrimaryAttackAnim, so we can play the empty anim if necessary
|
||
|
m_iClip1--;
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||
|
|
||
|
// player "shoot" animation
|
||
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
if( pPlayer && !pPlayer->IsDormant() )
|
||
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
|
||
|
#else
|
||
|
if( pPlayer )
|
||
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
|
||
|
#endif
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
ShootGrenade();
|
||
|
#endif
|
||
|
|
||
|
WeaponSound( SINGLE );
|
||
|
|
||
|
DoFireEffects();
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
|
||
|
|
||
|
if ( prediction->IsFirstTimePredicted() )
|
||
|
p->DoRecoil( GetWeaponID(), GetRecoil() );
|
||
|
#endif
|
||
|
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireDelay();
|
||
|
m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "attacker", pPlayer->GetUserID() );
|
||
|
event->SetInt( "weapon", GetStatsWeaponID() );
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
#endif //CLIENT_DLL
|
||
|
}
|
||
|
|
||
|
Activity CWeaponBaseRifleGrenade::GetDrawActivity( void )
|
||
|
{
|
||
|
return ( (m_iClip1 <= 0 ) ? ACT_VM_DRAW_EMPTY : ACT_VM_DRAW );
|
||
|
}
|
||
|
|
||
|
Activity CWeaponBaseRifleGrenade::GetIdleActivity( void )
|
||
|
{
|
||
|
return ( (m_iClip1 <= 0 ) ? ACT_VM_IDLE_EMPTY : ACT_VM_IDLE );
|
||
|
}
|
||
|
|
||
|
bool CWeaponBaseRifleGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
// If they attempt to switch weapons before the throw animation is done,
|
||
|
// allow it, but kill the weapon if we have to.
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||
|
|
||
|
if( pPlayer && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0 )
|
||
|
{
|
||
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
||
|
UTIL_Remove(this);
|
||
|
return true;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return BaseClass::Holster( pSwitchingTo );
|
||
|
}
|
||
|
|
||
|
// weapon idle to destroy weapon if empty
|
||
|
void CWeaponBaseRifleGrenade::WeaponIdle( void )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||
|
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0)
|
||
|
{
|
||
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
||
|
UTIL_Remove(this);
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
BaseClass::WeaponIdle();
|
||
|
}
|
||
|
|
||
|
#define DOD_RIFLEGRENADE_SPEED 2000
|
||
|
extern ConVar dod_grenadegravity;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
|
||
|
void CWeaponBaseRifleGrenade::ShootGrenade( void )
|
||
|
{
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
Assert( false );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
QAngle angThrow = pPlayer->LocalEyeAngles();
|
||
|
|
||
|
Vector vForward, vRight, vUp;
|
||
|
AngleVectors( angThrow, &vForward, &vRight, &vUp );
|
||
|
|
||
|
Vector eyes = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
|
||
|
Vector vecSrc = eyes;
|
||
|
Vector vecThrow = vForward * DOD_RIFLEGRENADE_SPEED;
|
||
|
|
||
|
// raise origin enough so that you can't shoot it straight down through the world
|
||
|
if ( pPlayer->m_Shared.IsProne() )
|
||
|
{
|
||
|
vecSrc.z += 16;
|
||
|
}
|
||
|
|
||
|
SetCollisionGroup( COLLISION_GROUP_WEAPON );
|
||
|
|
||
|
QAngle angles;
|
||
|
VectorAngles( -vecThrow, angles );
|
||
|
|
||
|
// estimate angular velocity based on initial conditions
|
||
|
// uses a constant ang velocity instead of the derivative of the flight path, oh well.
|
||
|
AngularImpulse angImpulse;
|
||
|
angImpulse.Init();
|
||
|
|
||
|
if ( vecThrow.z > 0 )
|
||
|
angImpulse.y = -angles.x / ( sqrt( (-2 * vecThrow.z) / dod_grenadegravity.GetFloat() ));
|
||
|
else
|
||
|
angImpulse.y = -10;
|
||
|
|
||
|
EmitGrenade( vecSrc, angles, vecThrow, angImpulse, pPlayer, RIFLEGRENADE_FUSE_LENGTH );
|
||
|
}
|
||
|
|
||
|
void CWeaponBaseRifleGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime )
|
||
|
{
|
||
|
Assert( !"Deriving classes should define this" );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
bool CWeaponBaseRifleGrenade::CanDeploy( void )
|
||
|
{
|
||
|
// does the player own the weapon that fires this grenade?
|
||
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
CBaseCombatWeapon *pOwnedWeapon = pPlayer->Weapon_OwnsThisType( GetCompanionWeaponName() );
|
||
|
|
||
|
if ( pOwnedWeapon == NULL )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::CanDeploy();
|
||
|
}
|
||
|
|
||
|
const char *CWeaponBaseRifleGrenade::GetCompanionWeaponName( void )
|
||
|
{
|
||
|
Assert( !"Should not call this version. Inheriting classes must implement." );
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
float CWeaponBaseRifleGrenade::GetRecoil( void )
|
||
|
{
|
||
|
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
|
||
|
|
||
|
if( p && p->m_Shared.IsInMGDeploy() )
|
||
|
{
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
return 10;
|
||
|
}
|