|
|
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
|
|
|
//
|
|
|
|
|
// Purpose:
|
|
|
|
|
//
|
|
|
|
|
//=============================================================================//
|
|
|
|
|
|
|
|
|
|
#include "cbase.h"
|
|
|
|
|
#include "weapon_csbase.h"
|
|
|
|
|
#include "gamerules.h"
|
|
|
|
|
#include "npcevent.h"
|
|
|
|
|
#include "engine/IEngineSound.h"
|
|
|
|
|
#include "weapon_basecsgrenade.h"
|
|
|
|
|
#include "in_buttons.h"
|
|
|
|
|
#include "datacache/imdlcache.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
|
|
|
|
|
|
#include "c_cs_player.h"
|
|
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
|
|
#include "cs_player.h"
|
|
|
|
|
#include "items.h"
|
|
|
|
|
#include "../../server/cstrike/cs_gamestats.h"
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define GRENADE_TIMER 1.5f //Seconds
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( BaseCSGrenade, DT_BaseCSGrenade )
|
|
|
|
|
|
|
|
|
|
BEGIN_NETWORK_TABLE(CBaseCSGrenade, DT_BaseCSGrenade)
|
|
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
|
SendPropBool( SENDINFO(m_bRedraw) ),
|
|
|
|
|
SendPropBool( SENDINFO(m_bPinPulled) ),
|
|
|
|
|
SendPropFloat( SENDINFO(m_fThrowTime), 0, SPROP_NOSCALE ),
|
|
|
|
|
#else
|
|
|
|
|
RecvPropBool( RECVINFO(m_bRedraw) ),
|
|
|
|
|
RecvPropBool( RECVINFO(m_bPinPulled) ),
|
|
|
|
|
RecvPropFloat( RECVINFO(m_fThrowTime) ),
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
END_NETWORK_TABLE()
|
|
|
|
|
|
|
|
|
|
#if defined CLIENT_DLL
|
|
|
|
|
BEGIN_PREDICTION_DATA( CBaseCSGrenade )
|
|
|
|
|
DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
|
|
|
|
|
DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
|
|
|
|
|
END_PREDICTION_DATA()
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_basecsgrenade, CBaseCSGrenade );
|
|
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
|
ConVar sv_ignoregrenaderadio( "sv_ignoregrenaderadio", "0", 0, "Turn off Fire in the hole messages" );
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
CBaseCSGrenade::CBaseCSGrenade()
|
|
|
|
|
{
|
|
|
|
|
m_bRedraw = false;
|
|
|
|
|
m_bPinPulled = false;
|
|
|
|
|
m_fThrowTime = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
void CBaseCSGrenade::Precache()
|
|
|
|
|
{
|
|
|
|
|
BaseClass::Precache();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
bool CBaseCSGrenade::Deploy()
|
|
|
|
|
{
|
|
|
|
|
m_bRedraw = false;
|
|
|
|
|
m_bPinPulled = false;
|
|
|
|
|
m_fThrowTime = 0;
|
|
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
|
// if we're officially out of grenades, ditch this weapon
|
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
|
if ( !pPlayer )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
|
|
|
|
{
|
|
|
|
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
|
|
|
|
UTIL_Remove(this);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return BaseClass::Deploy();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
bool CBaseCSGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
|
|
|
{
|
|
|
|
|
m_bRedraw = false;
|
|
|
|
|
m_bPinPulled = false; // when this is holstered make sure the pin isn<EFBFBD>t pulled.
|
|
|
|
|
m_fThrowTime = 0;
|
|
|
|
|
|
|
|
|
|
#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.
|
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
|
if ( !pPlayer )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
|
|
|
|
{
|
|
|
|
|
CBaseCombatCharacter *pOwner = (CBaseCombatCharacter *)pPlayer;
|
|
|
|
|
pOwner->Weapon_Drop( this );
|
|
|
|
|
UTIL_Remove(this);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
void CBaseCSGrenade::PrimaryAttack()
|
|
|
|
|
{
|
|
|
|
|
if ( m_bRedraw || m_bPinPulled || m_fThrowTime > 0.0f )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
|
if ( !pPlayer || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// The pull pin animation has to finish, then we wait until they aren't holding the primary
|
|
|
|
|
// attack button, then throw the grenade.
|
|
|
|
|
SendWeaponAnim( ACT_VM_PULLPIN );
|
|
|
|
|
m_bPinPulled = true;
|
|
|
|
|
|
|
|
|
|
// Don't let weapon idle interfere in the middle of a throw!
|
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
|
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
void CBaseCSGrenade::SecondaryAttack()
|
|
|
|
|
{
|
|
|
|
|
if ( m_bRedraw )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
|
|
|
|
|
|
if ( pPlayer == NULL )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//See if we're ducking
|
|
|
|
|
if ( pPlayer->GetFlags() & FL_DUCKING )
|
|
|
|
|
{
|
|
|
|
|
//Send the weapon animation
|
|
|
|
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//Send the weapon animation
|
|
|
|
|
SendWeaponAnim( ACT_VM_HAULBACK );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Don't let weapon idle interfere in the middle of a throw!
|
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
|
|
|
|
|
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
// Output : Returns true on success, false on failure.
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
bool CBaseCSGrenade::Reload()
|
|
|
|
|
{
|
|
|
|
|
if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
|
|
|
|
|
{
|
|
|
|
|
//Redraw the weapon
|
|
|
|
|
SendWeaponAnim( ACT_VM_DRAW );
|
|
|
|
|
|
|
|
|
|
//Update our times
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
|
|
|
|
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
|
|
|
|
|
|
|
|
|
//Mark this as done
|
|
|
|
|
// m_bRedraw = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
void CBaseCSGrenade::ItemPostFrame()
|
|
|
|
|
{
|
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
|
if ( !pPlayer )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
|
|
|
|
|
if ( !vm )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// If they let go of the fire button, they want to throw the grenade.
|
|
|
|
|
if ( m_bPinPulled && !(pPlayer->m_nButtons & IN_ATTACK) )
|
|
|
|
|
{
|
|
|
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
|
|
|
|
|
|
|
|
|
|
StartGrenadeThrow();
|
|
|
|
|
|
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
|
m_bPinPulled = false;
|
|
|
|
|
SendWeaponAnim( ACT_VM_THROW );
|
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
|
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); // we're still throwing, so reset our next primary attack
|
|
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "weapon_fire" );
|
|
|
|
|
if( event )
|
|
|
|
|
{
|
|
|
|
|
const char *weaponName = STRING( m_iClassname );
|
|
|
|
|
if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
|
|
|
|
|
{
|
|
|
|
|
weaponName += 7;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
event->SetInt( "userid", pPlayer->GetUserID() );
|
|
|
|
|
event->SetString( "weapon", weaponName );
|
|
|
|
|
gameeventmanager->FireEvent( event );
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
else if ((m_fThrowTime > 0) && (m_fThrowTime < gpGlobals->curtime))
|
|
|
|
|
{
|
|
|
|
|
// only decrement our ammo when we actually create the projectile
|
|
|
|
|
DecrementAmmo( pPlayer );
|
|
|
|
|
|
|
|
|
|
ThrowGrenade();
|
|
|
|
|
}
|
|
|
|
|
else if( m_bRedraw )
|
|
|
|
|
{
|
|
|
|
|
// Has the throw animation finished playing
|
|
|
|
|
if( m_flTimeWeaponIdle < gpGlobals->curtime )
|
|
|
|
|
{
|
|
|
|
|
#ifdef GAME_DLL
|
|
|
|
|
// if we're officially out of grenades, ditch this weapon
|
|
|
|
|
if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
|
|
|
|
{
|
|
|
|
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
|
|
|
|
UTIL_Remove(this);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pPlayer->SwitchToNextBestWeapon( this );
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
return; //don't animate this grenade any more!
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if( !m_bRedraw )
|
|
|
|
|
{
|
|
|
|
|
BaseClass::ItemPostFrame();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::DropGrenade()
|
|
|
|
|
{
|
|
|
|
|
m_bRedraw = true;
|
|
|
|
|
m_fThrowTime = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::ThrowGrenade()
|
|
|
|
|
{
|
|
|
|
|
m_bRedraw = true;
|
|
|
|
|
m_fThrowTime = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::StartGrenadeThrow()
|
|
|
|
|
{
|
|
|
|
|
m_fThrowTime = gpGlobals->curtime + 0.1f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CBaseCSGrenade )
|
|
|
|
|
DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
|
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
|
|
int CBaseCSGrenade::CapabilitiesGet()
|
|
|
|
|
{
|
|
|
|
|
return bits_CAP_WEAPON_RANGE_ATTACK1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose:
|
|
|
|
|
// Input : *pOwner -
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
|
|
|
|
|
{
|
|
|
|
|
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::StartGrenadeThrow()
|
|
|
|
|
{
|
|
|
|
|
m_fThrowTime = gpGlobals->curtime + 0.1f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::ThrowGrenade()
|
|
|
|
|
{
|
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
|
if ( !pPlayer )
|
|
|
|
|
{
|
|
|
|
|
Assert( false );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
QAngle angThrow = pPlayer->LocalEyeAngles();
|
|
|
|
|
|
|
|
|
|
Vector vForward, vRight, vUp;
|
|
|
|
|
|
|
|
|
|
if ( angThrow.x < 0 )
|
|
|
|
|
{
|
|
|
|
|
angThrow.x += 360; // make sure we have a positive angle from LocalEyeAngles()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( angThrow.x < 90 )
|
|
|
|
|
angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
angThrow.x = 360.0f - angThrow.x;
|
|
|
|
|
angThrow.x = -10 + angThrow.x * -((90 - 10) / 90.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float flVel = (90 - angThrow.x) * 6;
|
|
|
|
|
|
|
|
|
|
if (flVel > 750)
|
|
|
|
|
flVel = 750;
|
|
|
|
|
|
|
|
|
|
AngleVectors( angThrow, &vForward, &vRight, &vUp );
|
|
|
|
|
|
|
|
|
|
Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
|
|
|
|
|
|
|
|
|
|
// We want to throw the grenade from 16 units out. But that can cause problems if we're facing
|
|
|
|
|
// a thin wall. Do a hull trace to be safe.
|
|
|
|
|
trace_t trace;
|
|
|
|
|
Vector mins( -2, -2, -2 );
|
|
|
|
|
Vector maxs( 2, 2, 2 );
|
|
|
|
|
UTIL_TraceHull( vecSrc, vecSrc + vForward * 16, mins, maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &trace );
|
|
|
|
|
vecSrc = trace.endpos;
|
|
|
|
|
|
|
|
|
|
Vector vecThrow = vForward * flVel + pPlayer->GetAbsVelocity();
|
|
|
|
|
|
|
|
|
|
EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer );
|
|
|
|
|
|
|
|
|
|
m_bRedraw = true;
|
|
|
|
|
m_fThrowTime = 0.0f;
|
|
|
|
|
|
|
|
|
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
|
|
|
|
|
|
|
|
|
if( pCSPlayer )
|
|
|
|
|
{
|
|
|
|
|
if ( !sv_ignoregrenaderadio.GetBool() )
|
|
|
|
|
{
|
|
|
|
|
pCSPlayer->Radio( "Radio.FireInTheHole", "#Cstrike_TitlesTXT_Fire_in_the_hole" );
|
|
|
|
|
}
|
|
|
|
|
CCS_GameStats.IncrementStat(pCSPlayer, CSSTAT_GRENADES_THROWN, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::DropGrenade()
|
|
|
|
|
{
|
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
|
if ( !pPlayer )
|
|
|
|
|
{
|
|
|
|
|
Assert( false );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vector vForward;
|
|
|
|
|
pPlayer->EyeVectors( &vForward );
|
|
|
|
|
Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset() + vForward * 16;
|
|
|
|
|
|
|
|
|
|
Vector vecVel = pPlayer->GetAbsVelocity();
|
|
|
|
|
|
|
|
|
|
EmitGrenade( vecSrc, vec3_angle, vecVel, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer );
|
|
|
|
|
|
|
|
|
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
|
|
|
|
|
|
|
|
|
if( pCSPlayer )
|
|
|
|
|
{
|
|
|
|
|
CCS_GameStats.IncrementStat(pCSPlayer, CSSTAT_GRENADES_THROWN, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m_bRedraw = true;
|
|
|
|
|
m_fThrowTime = 0.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CBaseCSGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
|
|
|
|
|
{
|
|
|
|
|
Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CBaseCSGrenade::AllowsAutoSwitchFrom( void ) const
|
|
|
|
|
{
|
|
|
|
|
return !m_bPinPulled;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|