Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.
 
 
 
 
 
 

162 lines
4.6 KiB

#include "cbase.h"
#include "asw_weapon_grenade_launcher.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#include "prediction.h"
#include "c_te_effect_dispatch.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#include "shot_manipulator.h"
#include "asw_grenade_cluster.h"
#include "asw_marine_speech.h"
#include "asw_gamerules.h"
#endif
#include "asw_marine_skills.h"
#include "particle_parse.h"
#include "asw_util_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ASW_FLARES_FASTEST_REFIRE_TIME 0.1f
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Grenade_Launcher, DT_ASW_Weapon_Grenade_Launcher )
BEGIN_NETWORK_TABLE( CASW_Weapon_Grenade_Launcher, DT_ASW_Weapon_Grenade_Launcher )
#ifdef CLIENT_DLL
// recvprops
#else
// sendprops
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CASW_Weapon_Grenade_Launcher )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( asw_weapon_grenade_launcher, CASW_Weapon_Grenade_Launcher );
PRECACHE_WEAPON_REGISTER( asw_weapon_grenade_launcher );
#ifndef CLIENT_DLL
extern ConVar asw_debug_marine_damage;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_Grenade_Launcher )
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
END_DATADESC()
#endif /* not client */
CASW_Weapon_Grenade_Launcher::CASW_Weapon_Grenade_Launcher()
{
m_flSoonestPrimaryAttack = gpGlobals->curtime;
}
CASW_Weapon_Grenade_Launcher::~CASW_Weapon_Grenade_Launcher()
{
}
#ifdef GAME_DLL
ConVar asw_grenade_launcher_speed( "asw_grenade_launcher_speed", "2.4f", FCVAR_CHEAT, "Scale speed of grenade launcher grenades" );
ConVar asw_grenade_launcher_gravity( "asw_grenade_launcher_gravity", "2.4f", FCVAR_CHEAT, "Gravity of grenade launcher grenades" );
#endif
void CASW_Weapon_Grenade_Launcher::PrimaryAttack( void )
{
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
// NOTE: this class is now a grenade launcher, do we want to rename it at some point?
CASW_Marine *pMarine = GetMarine();
if ( !pMarine || pMarine->GetWaterLevel() == 3 )
return;
#ifndef CLIENT_DLL
pMarine->GetMarineSpeech()->Chatter(CHATTER_GRENADE);
Vector vecSrc = pMarine->Weapon_ShootPosition( );
// check it fits where we want to spawn it
Ray_t ray;
trace_t pm;
ray.Init( pMarine->WorldSpaceCenter(), vecSrc, -Vector(4,4,4), Vector(4,4,4) );
UTIL_TraceRay( ray, MASK_SOLID, pMarine, COLLISION_GROUP_PROJECTILE, &pm );
if (pm.fraction < 1.0f)
vecSrc = pm.endpos;
Vector vecDest = pPlayer->GetCrosshairTracePos();
Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, asw_grenade_launcher_gravity.GetFloat() ) * 28.0f;
const float &fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_CLUSTER_DMG);
const float &fGrenadeRadius = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_RADIUS);
int iClusters = 0; //MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_CLUSTERS);
if (asw_debug_marine_damage.GetBool())
{
Msg("Grenade launcher damage = %f radius = %f clusters = %d\n", fGrenadeDamage, fGrenadeRadius, iClusters);
}
if (ASWGameRules())
ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;
CASW_Grenade_Cluster *pGrenade =
CASW_Grenade_Cluster::Cluster_Grenade_Create(
fGrenadeDamage,
fGrenadeRadius,
iClusters,
vecSrc, pMarine->EyeAngles(), newVel, AngularImpulse(0,0,0), pMarine, this );
if ( pGrenade )
{
pGrenade->SetGravity( asw_grenade_launcher_gravity.GetFloat() );
pGrenade->SetExplodeOnWorldContact( true );
pMarine->OnWeaponFired( this, 1 );
}
#else
DispatchParticleEffect( "muzzleflash_grenadelauncher_main", PATTACH_POINT_FOLLOW, this, "muzzle" );
#endif
WeaponSound(SINGLE);
//pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
pMarine->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
// decrement ammo
m_iClip1 -= 1;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();
}
void CASW_Weapon_Grenade_Launcher::Precache()
{
BaseClass::Precache();
#ifndef CLIENT_DLL
//UTIL_PrecacheOther( "asw_flare_projectile" );
#endif
}
// flares don't reload
bool CASW_Weapon_Grenade_Launcher::Reload()
{
return BaseClass::Reload();
}
void CASW_Weapon_Grenade_Launcher::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
}