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:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbasegrenade.h"
#include "in_buttons.h"
#include "dod_gamerules.h"
#if defined( CLIENT_DLL )
#include "c_dod_player.h"
#else
#include "dod_player.h"
#endif
extern ConVar dod_bonusround;
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBaseGrenade, DT_WeaponDODBaseGrenade )
BEGIN_NETWORK_TABLE(CWeaponDODBaseGrenade, DT_WeaponDODBaseGrenade)
#if !defined( CLIENT_DLL )
SendPropBool( SENDINFO( m_bPinPulled ) ),
SendPropBool( SENDINFO( m_bArmed ) ),
#else
RecvPropBool( RECVINFO( m_bPinPulled ) ),
RecvPropBool( RECVINFO( m_bArmed ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponDODBaseGrenade )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_basedodgrenade, CWeaponDODBaseGrenade );
acttable_t CWeaponDODBaseGrenade::m_acttable[] =
{
// Move this out to the specific grenades???
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_FRAG, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_FRAG, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_FRAG, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_FRAG, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_FRAG, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_FRAG, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_FRAG, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_FRAG, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_FRAG, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_FRAG, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_FRAG, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_FRAG, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false },
};
IMPLEMENT_ACTTABLE( CWeaponDODBaseGrenade );
CWeaponDODBaseGrenade::CWeaponDODBaseGrenade()
{
m_bRedraw = false;
m_bPinPulled = false;
SetArmed( false );
m_iAltFireHint = HINT_USE_PRIME;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponDODBaseGrenade::CanHolster( void )
{
// can only holster hand grenades when not primed!
return ( m_bPinPulled == false && !IsArmed() );
}
#ifdef CLIENT_DLL
void CWeaponDODBaseGrenade::PrimaryAttack()
{
//nothing on the client
}
#else
BEGIN_DATADESC( CWeaponDODBaseGrenade )
DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "DetonateTime", InputSetDetonateTime ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDODBaseGrenade::Precache()
{
PrecacheScriptSound( "Weapon_Grenade.Throw" );
// Precache all the grenade minimap icons.
PrecacheMaterial( "sprites/minimap_icons/minimap_riflegren_ger" );
PrecacheMaterial( "sprites/minimap_icons/minimap_riflegren_us" );
PrecacheMaterial( "sprites/minimap_icons/grenade_hltv" );
PrecacheMaterial( "sprites/minimap_icons/stick_hltv" );
PrecacheMaterial( "sprites/minimap_icons/minimap_smoke_us" );
PrecacheMaterial( "sprites/minimap_icons/minimap_smoke_ger" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponDODBaseGrenade::Deploy()
{
m_bRedraw = false;
m_bPinPulled = false;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponDODBaseGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_bRedraw = false;
#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 )
{
pPlayer->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
}
#endif
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponDODBaseGrenade::Reload()
{
if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
{
//Redraw the weapon
SendWeaponAnim( GetDrawActivity() );
//Update our times
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
//Mark this as done
m_bRedraw = false;
}
return true;
}
enum
{
THROW_THROW = 0,
THROW_PRIME
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDODBaseGrenade::PrimaryAttack()
{
if ( IsArmed() ) // live grenade already?
{
StartThrow( THROW_THROW );
}
else
{
StartThrow( THROW_PRIME );
}
}
void CWeaponDODBaseGrenade::StartThrow( int throwType )
{
if( GetPlayerOwner()->GetWaterLevel() > 2 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
return;
}
if ( !m_bPinPulled )
{
m_bPinPulled = true;
SendWeaponAnim( GetPrimaryAttackActivity() );
// Can't prime an already primed grenade!
if ( !IsArmed() && throwType == THROW_PRIME )
{
SetArmed( true );
m_flDetonateTime = gpGlobals->curtime + GetDetonateTimerLength();
// start the hissing noise
}
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDODBaseGrenade::ItemPostFrame()
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
CBaseViewModel *pViewModel = pPlayer->GetViewModel( m_nViewModelIndex );
if ( !pViewModel )
return;
if( IsArmed() && gpGlobals->curtime > m_flDetonateTime )
{
//Drop it!
DropGrenade();
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
return;
}
if ( m_bPinPulled &&
!(pPlayer->m_nButtons & IN_ATTACK) &&
!(pPlayer->m_nButtons & IN_ATTACK2) // If they let go of the fire button, they want to throw the grenade.
)
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
ThrowGrenade(false);
m_bRedraw = true;
m_bPinPulled = false;
SetArmed( false );
DecrementAmmo( pPlayer );
SendWeaponAnim( ACT_VM_THROW );
}
else
{
BaseClass::ItemPostFrame();
if ( m_bRedraw )
{
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
pPlayer->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
}
else
Reload();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOwner -
//-----------------------------------------------------------------------------
void CWeaponDODBaseGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
{
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
pOwner->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
}
}
void CWeaponDODBaseGrenade::DropGrenade( void )
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
bool bThrow = true;
DODRoundState state = DODGameRules()->State_Get();
// If the player is holding a nade that is going to explode
// and the round is over, not allowing them to throw it
// just don't emit a grenade.
if ( dod_bonusround.GetBool() )
{
int team = pPlayer->GetTeamNumber();
if ( ( team == TEAM_ALLIES && state == STATE_AXIS_WIN ) ||
( team == TEAM_AXIS && state == STATE_ALLIES_WIN ) )
{
bThrow = false;
}
}
if ( bThrow )
ThrowGrenade(true);
m_bRedraw = true;
m_bPinPulled = false;
SetArmed( false );
DecrementAmmo( pPlayer );
SendWeaponAnim( ACT_VM_THROW );
}
ConVar dod_grenadespeed( "dod_grenadespeed", "4.2", FCVAR_CHEAT );
ConVar dod_grenademaxspeed( "dod_grenademaxspeed", "1400", FCVAR_CHEAT );
ConVar dod_grenademinspeed( "dod_grenademinspeed", "500", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDODBaseGrenade::ThrowGrenade( bool bDrop )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
Assert( false );
return;
}
QAngle angThrow = pPlayer->LocalEyeAngles();
Vector vForward, vRight, vUp;
if( angThrow.x > 180 )
angThrow.x -= 360;
if (angThrow.x < 0)
angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
else
angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
AngleVectors( angThrow, &vForward, &vRight, &vUp );
Vector eyes = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
Vector vecSrc = eyes + vForward * 16;
// Start with the player's velocity as the grenade vel
Vector vecPlayerVel;
pPlayer->GetVelocity( &vecPlayerVel, NULL );
// Get player angles, not eye angles!
QAngle angPlayerAngles = pPlayer->GetAbsAngles();
Vector vecPlayerForward;
AngleVectors( angPlayerAngles, &vecPlayerForward );
Vector vecThrow = DotProduct( vecPlayerVel, vecPlayerForward ) * vecPlayerForward;
if( bDrop )
{
vecThrow = vForward;
}
else // we are throwing the grenade
{
// change the speed depending on the throw angle
// straight down is 0%, straight up is 100%, linear between
float flSpeed = ( 90 - angThrow.x ) * dod_grenadespeed.GetFloat();
//Msg( "speed %.f\n", flSpeed );
flSpeed = clamp( flSpeed, dod_grenademinspeed.GetFloat(), dod_grenademaxspeed.GetFloat() );
vecThrow += vForward * flSpeed;
}
trace_t tr;
UTIL_TraceLine( eyes, vecSrc, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
// don't go into the ground
if( tr.fraction < 1.0 )
{
vecSrc = tr.endpos;
}
float flTimeLeft;
if ( IsArmed() )
flTimeLeft = MAX( 0, m_flDetonateTime - gpGlobals->curtime );
else
flTimeLeft = GetDetonateTimerLength();
EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, flTimeLeft );
pPlayer->EmitSound( "Weapon_Grenade.Throw" );
#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
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDODBaseGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime /* = GRENADE_FUSE_LENGTH */ )
{
Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponDODBaseGrenade::AllowsAutoSwitchFrom( void ) const
{
return ( m_bPinPulled == false );
}
void CWeaponDODBaseGrenade::InputSetDetonateTime( inputdata_t &inputdata )
{
SetDetonateTime( inputdata.value.Float() );
}
#endif // !CLIENT_DLL
Activity CWeaponDODBaseGrenade::GetIdleActivity( void )
{
if ( IsArmed() )
return ACT_VM_IDLE_EMPTY;
else
return ACT_VM_IDLE;
}
Activity CWeaponDODBaseGrenade::GetPrimaryAttackActivity( void )
{
if ( IsArmed() )
return ACT_VM_PRIMARYATTACK_EMPTY;
else
return ACT_VM_PULLPIN;
}
Activity CWeaponDODBaseGrenade::GetDrawActivity( void )
{
if ( IsArmed() )
return ACT_VM_DRAW_EMPTY;
else
return ACT_VM_DRAW;
}