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: Burst rifle & Shield combo
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_combatshield.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "in_buttons.h"
#include "plasmaprojectile.h"
#if !defined( CLIENT_DLL )
#include "grenade_antipersonnel.h"
#else
#define CWeaponCombatPlasmaGrenadeLauncher C_WeaponCombatPlasmaGrenadeLauncher
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Damage CVars
ConVar weapon_combat_plasmagrenadelauncher_damage( "weapon_combat_plasmagrenadelauncher_damage","40", FCVAR_REPLICATED, "Burst Rifle damage" );
ConVar weapon_combat_plasmagrenadelauncher_radius( "weapon_combat_plasmagrenadelauncher_radius","100", FCVAR_REPLICATED, "Burst Rifle maximum range" );
#define MAX_RIFLE_POWER 3.0
#define RIFLE_CHARGE_TIME 2.0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWeaponCombatPlasmaGrenadeLauncher : public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponCombatPlasmaGrenadeLauncher, CWeaponCombatUsedWithShieldBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatPlasmaGrenadeLauncher();
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual float GetFireRate( void );
virtual void Precache( 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() &&
GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
private:
CWeaponCombatPlasmaGrenadeLauncher( const CWeaponCombatPlasmaGrenadeLauncher & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatPlasmaGrenadeLauncher, DT_WeaponCombatPlasmaGrenadeLauncher )
BEGIN_NETWORK_TABLE( CWeaponCombatPlasmaGrenadeLauncher, DT_WeaponCombatPlasmaGrenadeLauncher )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatPlasmaGrenadeLauncher )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_combat_plasmagrenadelauncher, CWeaponCombatPlasmaGrenadeLauncher );
PRECACHE_WEAPON_REGISTER(weapon_combat_plasmagrenadelauncher);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponCombatPlasmaGrenadeLauncher::CWeaponCombatPlasmaGrenadeLauncher()
{
m_bReloadsSingly = true;
SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatPlasmaGrenadeLauncher::Precache( void )
{
BaseClass::Precache();
#if !defined( CLIENT_DLL )
UTIL_PrecacheOther( "grenade_antipersonnel" );
#endif
PrecacheModel( "models/weapons/w_grenade.mdl" );
}
void CWeaponCombatPlasmaGrenadeLauncher::ItemPostFrame( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if (!pOwner)
return;
if ( UsesClipsForAmmo1() )
{
CheckReload();
}
// Handle firing
if ( GetShieldState() == SS_DOWN && !m_bInReload )
{
if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
if ( m_iClip1 > 0 )
{
// Fire the plasma shot
PrimaryAttack();
}
else
{
Reload();
}
}
// Reload button (or fire button when we're out of ammo)
if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
if ( pOwner->m_nButtons & IN_RELOAD )
{
Reload();
}
else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
{
if ( !m_iClip1 && HasPrimaryAmmo() )
{
Reload();
}
}
}
}
// Prevent shield post frame if we're not ready to attack, or we're charging
AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatPlasmaGrenadeLauncher::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
if (!pPlayer)
return;
WeaponSound(SINGLE);
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Launch the grenade
Vector vecForward;
pPlayer->EyeVectors( &vecForward );
Vector vecOrigin = pPlayer->EyePosition();
vecOrigin += (vecForward);
#if !defined( CLIENT_DLL )
float flSpeed = 1200;
CGrenadeAntiPersonnel* pGrenade = CGrenadeAntiPersonnel::Create(vecOrigin, vecForward * flSpeed, pPlayer );
pGrenade->SetModel( "models/weapons/w_grenade.mdl" );
pGrenade->SetBounceSound( "PlasmaGrenade.Bounce" );
pGrenade->SetDamage( weapon_combat_plasmagrenadelauncher_damage.GetFloat() );
pGrenade->SetDamageRadius( weapon_combat_plasmagrenadelauncher_radius.GetFloat() );
pGrenade->SetExplodeOnContact( true );
#endif
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponCombatPlasmaGrenadeLauncher::GetFireRate( void )
{
return SequenceDuration() * 3;
}