Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for hand-thrown grenades that work with the handheld shield
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_combat_basegrenade.h"
#include "weapon_combatshield.h"
#include "in_buttons.h"
LINK_ENTITY_TO_CLASS( weapon_combat_basegrenade, CWeaponCombatBaseGrenade );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatBaseGrenade, DT_WeaponCombatBaseGrenade )
BEGIN_NETWORK_TABLE( CWeaponCombatBaseGrenade, DT_WeaponCombatBaseGrenade )
#if !defined( CLIENT_DLL )
SendPropTime( SENDINFO( m_flStartedThrowAt ) ),
#else
RecvPropTime( RECVINFO( m_flStartedThrowAt ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatBaseGrenade )
DEFINE_PRED_FIELD_TOL( m_flStartedThrowAt, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
END_PREDICTION_DATA()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponCombatBaseGrenade::CWeaponCombatBaseGrenade( void )
{
m_flStartedThrowAt = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponCombatBaseGrenade::GetFireRate( void )
{
return 2.0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBaseGrenade::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
AllowShieldPostFrame( !m_flStartedThrowAt );
// Look for button downs
if ( (pOwner->m_nButtons & IN_ATTACK) && GetShieldState() == SS_DOWN && !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 CWeaponCombatBaseGrenade::PrimaryAttack( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
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() )
{
pPlayer->SelectLastItem();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBaseGrenade::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 = 650 + (175 * 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;
CreateGrenade(vecOrigin, vecForward, pPlayer );
}
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;
CreateGrenade(vecOrigin, vecForward, pPlayer );
}
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}