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.
664 lines
18 KiB
664 lines
18 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: This is the brickbat weapon
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $Date: $
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "basehlcombatweapon.h"
|
||
|
#include "basecombatcharacter.h"
|
||
|
#include "ai_basenpc.h"
|
||
|
#include "AI_Memory.h"
|
||
|
#include "player.h"
|
||
|
#include "gamerules.h" // For g_pGameRules
|
||
|
#include "weapon_brickbat.h"
|
||
|
#include "grenade_brickbat.h"
|
||
|
#include "ammodef.h"
|
||
|
#include "in_buttons.h"
|
||
|
#include "game.h"
|
||
|
#include "IEffects.h"
|
||
|
#include "vstdlib/random.h"
|
||
|
#include "baseviewmodel.h"
|
||
|
#include "movevars_shared.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
extern ConVar sk_npc_dmg_brickbat;
|
||
|
extern ConVar sk_plr_dmg_brickbat;
|
||
|
|
||
|
struct BrickbatAmmo_s
|
||
|
{
|
||
|
const char *m_sClassName;
|
||
|
int m_nAmmoType;
|
||
|
int m_nMaxCarry;
|
||
|
const char *m_sViewModel;
|
||
|
const char *m_sWorldModel;
|
||
|
};
|
||
|
|
||
|
BrickbatAmmo_s BrickBatAmmoArray[NUM_BRICKBAT_AMMO_TYPES] =
|
||
|
{
|
||
|
{ "grenade_rockbb", BRICKBAT_ROCK, 5, "models/weapons/v_bb_bottle.mdl", "models/props_junk/Rock001a.mdl" },
|
||
|
{ "grenade_beerbottle", BRICKBAT_BOTTLE, 3, "models/weapons/v_bb_bottle.mdl", "models/weapons/w_bb_bottle.mdl" },
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CWeaponBrickbat, DT_WeaponBrickbat)
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
//LINK_ENTITY_TO_CLASS( weapon_brickbat, CWeaponBrickbat );
|
||
|
//PRECACHE_WEAPON_REGISTER(weapon_brickbat);
|
||
|
|
||
|
acttable_t CWeaponBrickbat::m_acttable[] =
|
||
|
{
|
||
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
|
||
|
};
|
||
|
IMPLEMENT_ACTTABLE(CWeaponBrickbat);
|
||
|
|
||
|
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponBrickbat )
|
||
|
|
||
|
DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_bNeedThrow, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ),
|
||
|
DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
|
||
|
DEFINE_ARRAY( m_nAmmoCount, FIELD_INTEGER, NUM_BRICKBAT_AMMO_TYPES ),
|
||
|
DEFINE_KEYFIELD( m_iCurrentAmmoType, FIELD_INTEGER, "BrickbatType" ),
|
||
|
|
||
|
// Function Pointers
|
||
|
DEFINE_FUNCTION( BrickbatTouch ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::Precache( void )
|
||
|
{
|
||
|
for (int i=0;i<ARRAYSIZE(BrickBatAmmoArray);i++)
|
||
|
{
|
||
|
PrecacheModel(BrickBatAmmoArray[i].m_sWorldModel);
|
||
|
PrecacheModel(BrickBatAmmoArray[i].m_sViewModel);
|
||
|
}
|
||
|
|
||
|
UTIL_PrecacheOther("grenade_molotov");
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
void CWeaponBrickbat::Spawn( void )
|
||
|
{
|
||
|
m_bNeedDraw = true;
|
||
|
m_bNeedThrow = false;
|
||
|
|
||
|
for (int i=0;i<NUM_BRICKBAT_AMMO_TYPES;i++)
|
||
|
{
|
||
|
m_nAmmoCount[i] = 0;
|
||
|
}
|
||
|
|
||
|
// Call base class first
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
// Deactivate the trigger bounds so we can pick it up with the physgun
|
||
|
CollisionProp()->UseTriggerBounds( false );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CWeaponBrickbat::GetViewModel( int viewmodelindex /*=0*/ )
|
||
|
{
|
||
|
return BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CWeaponBrickbat::GetWorldModel( void )
|
||
|
{
|
||
|
return BrickBatAmmoArray[m_iCurrentAmmoType].m_sWorldModel;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
bool CWeaponBrickbat::Deploy( void )
|
||
|
{
|
||
|
SetModel( GetViewModel() );
|
||
|
m_bNeedDraw = false;
|
||
|
m_bNeedThrow = false;
|
||
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Override to use brickbats pickup touch function
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::SetPickupTouch( void )
|
||
|
{
|
||
|
SetTouch( BrickbatTouch );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override so give correct ammo
|
||
|
// Input : pOther - the entity that touched me
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::BrickbatTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
// ---------------------------------------------------
|
||
|
// First give weapon to touching entity if allowed
|
||
|
// Skip ammo given portion by setting clips to zero
|
||
|
// and handle ammo giving here
|
||
|
// ---------------------------------------------------
|
||
|
BaseClass::DefaultTouch(pOther);
|
||
|
|
||
|
//FIXME: This ammo handling code is a bit bogus, need a real solution if brickbats are going to live
|
||
|
|
||
|
/*
|
||
|
// ----------------------------------------------------
|
||
|
// Give brickbat ammo if touching client
|
||
|
// ----------------------------------------------------
|
||
|
if (pOther->GetFlags() & FL_CLIENT)
|
||
|
{
|
||
|
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
|
||
|
|
||
|
// Exit if game rules say I can't have any more of this ammo type.
|
||
|
if ( g_pGameRules->CanHaveAmmo( pBCC, m_iPrimaryAmmoType ) == false )
|
||
|
return;
|
||
|
|
||
|
// ------------------------------------------------
|
||
|
// If already owned weapon of this type remove me
|
||
|
// ------------------------------------------------
|
||
|
CWeaponBrickbat* oldWeapon = (CWeaponBrickbat*)pBCC->Weapon_OwnsThisType( GetClassname() );
|
||
|
|
||
|
// Remove physics object if is one
|
||
|
VPhysicsDestroyObject();
|
||
|
|
||
|
if ( ( oldWeapon != NULL ) && ( oldWeapon != this ) )
|
||
|
{
|
||
|
// Only pick up if not at max ammo amount
|
||
|
if (oldWeapon->m_nAmmoCount[m_iCurrentAmmoType] < BrickBatAmmoArray[m_iCurrentAmmoType].m_nMaxCarry)
|
||
|
{
|
||
|
oldWeapon->m_nAmmoCount[m_iCurrentAmmoType]++;
|
||
|
pBCC->GiveAmmo( 1, oldWeapon->m_iPrimaryAmmoType );
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Only pick up if not at max ammo amount
|
||
|
if (m_nAmmoCount[m_iCurrentAmmoType] < BrickBatAmmoArray[m_iCurrentAmmoType].m_nMaxCarry)
|
||
|
{
|
||
|
m_nAmmoCount[m_iCurrentAmmoType]++;
|
||
|
pBCC->GiveAmmo( 1, m_iPrimaryAmmoType );
|
||
|
|
||
|
SetThink (NULL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------
|
||
|
// Switch to this weapon if the only weapon I own
|
||
|
// -----------------------------------------------------
|
||
|
if (!pBCC->GetActiveWeapon() && pBCC->GetActiveWeapon() != this)
|
||
|
{
|
||
|
pBCC->Weapon_Switch(oldWeapon);
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Gets event from anim stream and throws the object
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case EVENT_WEAPON_THROW:
|
||
|
{
|
||
|
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
|
||
|
|
||
|
if (!pNPC)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector vec_target = pNPC->GetEnemyLKP();
|
||
|
|
||
|
// -----------------------------------------------------
|
||
|
// Get position of throw
|
||
|
// -----------------------------------------------------
|
||
|
// If owner has a hand, set position to the hand bone position
|
||
|
Vector launchPos;
|
||
|
int iBIndex = pNPC->LookupBone("Bip01 R Hand");
|
||
|
if (iBIndex != -1) {
|
||
|
Vector origin;
|
||
|
QAngle angles;
|
||
|
pNPC->GetBonePosition( iBIndex, launchPos, angles);
|
||
|
}
|
||
|
// Otherwise just set to in front of the owner
|
||
|
else {
|
||
|
Vector vFacingDir = pNPC->BodyDirection2D( );
|
||
|
vFacingDir = vFacingDir * 60.0;
|
||
|
launchPos = pNPC->GetLocalOrigin()+vFacingDir;
|
||
|
}
|
||
|
|
||
|
ThrowBrickbat( launchPos, m_vecTossVelocity, sk_npc_dmg_brickbat.GetFloat());
|
||
|
|
||
|
// Drop the weapon and remove as no more ammo
|
||
|
pNPC->Weapon_Drop( this );
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponBrickbat::ObjectInWay( void )
|
||
|
{
|
||
|
CBaseCombatCharacter *pOwner = GetOwner();
|
||
|
if (!pOwner)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Vector vecSrc = pOwner->Weapon_ShootPosition( );
|
||
|
Vector vecAiming = pOwner->BodyDirection2D( );
|
||
|
|
||
|
trace_t tr;
|
||
|
|
||
|
Vector vecEnd = vecSrc + (vecAiming * 32);
|
||
|
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if (tr.fraction < 1.0)
|
||
|
{
|
||
|
// Don't block on a living creature
|
||
|
if (tr.m_pEnt)
|
||
|
{
|
||
|
CBaseEntity *pEntity = tr.m_pEnt;
|
||
|
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
|
||
|
if (pBCC)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override to allow throw w/o LOS
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponBrickbat::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions)
|
||
|
{
|
||
|
// <<TODO>> should test if can throw from present location here...
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override to check throw
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CWeaponBrickbat::WeaponRangeAttack1Condition( float flDot, float flDist )
|
||
|
{
|
||
|
// If things haven't changed too much since last time
|
||
|
// just return that previously calculated value
|
||
|
if (gpGlobals->curtime < m_fNextThrowCheck )
|
||
|
{
|
||
|
return m_iThrowBits;
|
||
|
}
|
||
|
|
||
|
if ( flDist < m_fMinRange1)
|
||
|
{
|
||
|
m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
|
||
|
}
|
||
|
else if (flDist > m_fMaxRange1)
|
||
|
{
|
||
|
m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
|
||
|
}
|
||
|
else if (flDot < 0.5)
|
||
|
{
|
||
|
m_iThrowBits = COND_NOT_FACING_ATTACK;
|
||
|
}
|
||
|
|
||
|
// If moving, can't throw.
|
||
|
else if ( m_flGroundSpeed != 0 )
|
||
|
{
|
||
|
m_iThrowBits = COND_NONE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Ok we should check again as some time has passed
|
||
|
// This function is only used by NPC's so we can cast to a Base Monster
|
||
|
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
|
||
|
CBaseEntity *pEnemy = pNPC->GetEnemy();
|
||
|
|
||
|
if (!pEnemy)
|
||
|
{
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
|
||
|
// Get Enemy Position
|
||
|
Vector vecTarget;
|
||
|
pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
|
||
|
|
||
|
// Get Toss Vector
|
||
|
Vector throwStart = pNPC->Weapon_ShootPosition();
|
||
|
Vector vecToss;
|
||
|
CBaseEntity* pBlocker = NULL;
|
||
|
float throwDist = (throwStart - vecTarget).Length();
|
||
|
float fGravity = GetCurrentGravity();
|
||
|
float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);
|
||
|
|
||
|
// If I can make the throw (or most of the throw)
|
||
|
if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
|
||
|
{
|
||
|
m_vecTossVelocity = vecToss;
|
||
|
m_iThrowBits = COND_CAN_RANGE_ATTACK1;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iThrowBits = COND_NONE;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
// don't check again for a while.
|
||
|
m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.
|
||
|
|
||
|
return m_iThrowBits;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage)
|
||
|
{
|
||
|
CGrenade_Brickbat *pBrickbat = (CGrenade_Brickbat*)Create( BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName, vecSrc, vec3_angle, GetOwner() );
|
||
|
|
||
|
if (!pBrickbat)
|
||
|
{
|
||
|
Msg("Brickbat type (%s) not defined!\n",BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
AngularImpulse vecAngVel;
|
||
|
// Tumble through the air
|
||
|
vecAngVel.x = random->RandomFloat ( -100, -500 );
|
||
|
vecAngVel.z = random->RandomFloat ( -100, -500 );
|
||
|
vecAngVel.y = random->RandomFloat ( -100, -500 );
|
||
|
|
||
|
// If physically simulated
|
||
|
IPhysicsObject *pPhysicsObject = pBrickbat->VPhysicsGetObject();
|
||
|
if ( pPhysicsObject )
|
||
|
{
|
||
|
pPhysicsObject->AddVelocity( &vecVelocity, &vecAngVel );
|
||
|
}
|
||
|
// Otherwise
|
||
|
else
|
||
|
{
|
||
|
pBrickbat->SetAbsVelocity( vecVelocity );
|
||
|
|
||
|
QAngle angVel;
|
||
|
AngularImpulseToQAngle( vecAngVel, angVel );
|
||
|
pBrickbat->SetLocalAngularVelocity( angVel );
|
||
|
}
|
||
|
|
||
|
pBrickbat->SetThrower( GetOwner() );
|
||
|
pBrickbat->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
|
||
|
pBrickbat->SetDamage(damage);
|
||
|
|
||
|
m_nAmmoCount[m_iCurrentAmmoType]--;
|
||
|
|
||
|
m_bNeedThrow = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::PrimaryAttack( void )
|
||
|
{
|
||
|
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if (!pPlayer)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SendWeaponAnim(ACT_VM_PULLBACK);
|
||
|
|
||
|
// Don't fire again until fire animation has completed
|
||
|
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
|
||
|
pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
|
||
|
|
||
|
m_bNeedThrow = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::Throw( void )
|
||
|
{
|
||
|
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if (!pPlayer)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector vecSrc = pPlayer->WorldSpaceCenter();
|
||
|
Vector vecFacing = pPlayer->BodyDirection3D( );
|
||
|
vecSrc = vecSrc + vecFacing * 18.0;
|
||
|
vecSrc.z += 24.0f;
|
||
|
|
||
|
// Player may have turned to face a wall during the throw anim in which case
|
||
|
// we don't want to throw the SLAM into the wall
|
||
|
if (ObjectInWay())
|
||
|
{
|
||
|
vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
|
||
|
}
|
||
|
|
||
|
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
vecAiming.z += 0.20; // Raise up so passes through reticle
|
||
|
|
||
|
ThrowBrickbat(vecSrc, vecAiming*800, sk_plr_dmg_brickbat.GetFloat());
|
||
|
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
||
|
|
||
|
SendWeaponAnim(ACT_VM_THROW);
|
||
|
|
||
|
// Don't fire again until fire animation has completed
|
||
|
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
|
||
|
pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
|
||
|
|
||
|
m_bNeedThrow = false;
|
||
|
m_bNeedDraw = true;
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::SecondaryAttack( void )
|
||
|
{
|
||
|
int counter = 0;
|
||
|
while (counter < NUM_BRICKBAT_AMMO_TYPES)
|
||
|
{
|
||
|
m_iCurrentAmmoType = ((++m_iCurrentAmmoType)%NUM_BRICKBAT_AMMO_TYPES);
|
||
|
|
||
|
// If I've found a category with ammo stop looking
|
||
|
if (m_nAmmoCount[m_iCurrentAmmoType] > 0)
|
||
|
{
|
||
|
DrawAmmo();
|
||
|
return;
|
||
|
}
|
||
|
counter++;
|
||
|
}
|
||
|
// I'm out of all ammo types
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::DrawAmmo( void )
|
||
|
{
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
// -------------------------------------------
|
||
|
// Make sure I have ammo of the current type
|
||
|
// -------------------------------------------
|
||
|
int counter = 0;
|
||
|
while (m_nAmmoCount[m_iCurrentAmmoType] <=0)
|
||
|
{
|
||
|
m_iCurrentAmmoType = ((++m_iCurrentAmmoType)%NUM_BRICKBAT_AMMO_TYPES);
|
||
|
counter++;
|
||
|
|
||
|
// ----------------------------------------------------
|
||
|
// No ammo of any types so drop the weapon and destroy
|
||
|
// ----------------------------------------------------
|
||
|
if (counter >= NUM_BRICKBAT_AMMO_TYPES)
|
||
|
{
|
||
|
pOwner->Weapon_Drop( this, NULL, NULL );
|
||
|
UTIL_Remove(this);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
SetModel( BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel);
|
||
|
CBaseViewModel *vm = pOwner->GetViewModel();
|
||
|
if ( vm )
|
||
|
{
|
||
|
vm->SetModel( BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel );
|
||
|
}
|
||
|
|
||
|
//Msg("Drawing %s...\n",BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName);
|
||
|
m_bNeedDraw = false;
|
||
|
|
||
|
SendWeaponAnim(ACT_VM_DRAW);
|
||
|
|
||
|
// Don't fire again until fire animation has completed
|
||
|
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
|
||
|
pOwner->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override so shotgun can do mulitple reloads in a row
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::ItemPostFrame( void )
|
||
|
{
|
||
|
/* HANDY FOR DEBUG
|
||
|
for (int i=0;i<NUM_BRICKBAT_AMMO_TYPES;i++)
|
||
|
{
|
||
|
Msg("%i %s",m_nAmmoCount[i],BrickBatAmmoArray[i].m_sClassName);
|
||
|
if (i==m_iCurrentAmmoType)
|
||
|
{
|
||
|
Msg("**");
|
||
|
}
|
||
|
Msg("\n");
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if (!pOwner)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_bNeedThrow)
|
||
|
{
|
||
|
Throw();
|
||
|
}
|
||
|
else if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
||
|
{
|
||
|
SecondaryAttack();
|
||
|
}
|
||
|
else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
||
|
{
|
||
|
// Uses secondary ammo only
|
||
|
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType))
|
||
|
{
|
||
|
PrimaryAttack();
|
||
|
}
|
||
|
}
|
||
|
else if (m_bNeedDraw)
|
||
|
{
|
||
|
DrawAmmo();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
//pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponBrickbat::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
|
||
|
{
|
||
|
if ( info.GetDamageType() & DMG_BULLET)
|
||
|
{
|
||
|
if ( BrickBatAmmoArray[m_iCurrentAmmoType].m_nAmmoType == BRICKBAT_ROCK )
|
||
|
{
|
||
|
g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
|
||
|
}
|
||
|
}
|
||
|
BaseClass::TraceAttack( info, vecDir, ptr );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CWeaponBrickbat::CWeaponBrickbat( void )
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
m_vecTossVelocity.Init();
|
||
|
#endif
|
||
|
|
||
|
m_fMinRange1 = 200;
|
||
|
m_fMaxRange1 = 1000;
|
||
|
}
|