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 "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#include "c_te_effect_dispatch.h"
#else
#include "hl2mp_player.h"
#include "te_effect_dispatch.h"
#include "grenade_frag.h"
#endif
#include "weapon_ar2.h"
#include "effect_dispatch_data.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define GRENADE_TIMER 2.5f //Seconds
#define GRENADE_PAUSED_NO 0
#define GRENADE_PAUSED_PRIMARY 1
#define GRENADE_PAUSED_SECONDARY 2
#define GRENADE_RADIUS 4.0f // inches
#define GRENADE_DAMAGE_RADIUS 250.0f
#ifdef CLIENT_DLL
#define CWeaponFrag C_WeaponFrag
#endif
//-----------------------------------------------------------------------------
// Fragmentation grenades
//-----------------------------------------------------------------------------
class CWeaponFrag: public CBaseHL2MPCombatWeapon
{
DECLARE_CLASS( CWeaponFrag, CBaseHL2MPCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponFrag();
void Precache( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void DecrementAmmo( CBaseCombatCharacter *pOwner );
void ItemPostFrame( void );
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
bool Reload( void );
#ifndef CLIENT_DLL
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
#endif
void ThrowGrenade( CBasePlayer *pPlayer );
bool IsPrimed( bool ) { return ( m_AttackPaused != 0 ); }
private:
void RollGrenade( CBasePlayer *pPlayer );
void LobGrenade( CBasePlayer *pPlayer );
// check a throw from vecSrc. If not valid, move the position back along the line to vecEye
void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc );
CNetworkVar( bool, m_bRedraw ); //Draw the weapon again after throwing a grenade
CNetworkVar( int, m_AttackPaused );
CNetworkVar( bool, m_fDrawbackFinished );
CWeaponFrag( const CWeaponFrag & );
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
};
#ifndef CLIENT_DLL
acttable_t CWeaponFrag::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
};
IMPLEMENT_ACTTABLE(CWeaponFrag);
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFrag, DT_WeaponFrag )
BEGIN_NETWORK_TABLE( CWeaponFrag, DT_WeaponFrag )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bRedraw ) ),
RecvPropBool( RECVINFO( m_fDrawbackFinished ) ),
RecvPropInt( RECVINFO( m_AttackPaused ) ),
#else
SendPropBool( SENDINFO( m_bRedraw ) ),
SendPropBool( SENDINFO( m_fDrawbackFinished ) ),
SendPropInt( SENDINFO( m_AttackPaused ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponFrag )
DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_AttackPaused, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_frag, CWeaponFrag );
PRECACHE_WEAPON_REGISTER(weapon_frag);
CWeaponFrag::CWeaponFrag( void ) :
CBaseHL2MPCombatWeapon()
{
m_bRedraw = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::Precache( void )
{
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "npc_grenade_frag" );
#endif
PrecacheScriptSound( "WeaponFrag.Throw" );
PrecacheScriptSound( "WeaponFrag.Roll" );
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponFrag::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
bool fThrewGrenade = false;
switch( pEvent->event )
{
case EVENT_WEAPON_SEQUENCE_FINISHED:
m_fDrawbackFinished = true;
break;
case EVENT_WEAPON_THROW:
ThrowGrenade( pOwner );
DecrementAmmo( pOwner );
fThrewGrenade = true;
break;
case EVENT_WEAPON_THROW2:
RollGrenade( pOwner );
DecrementAmmo( pOwner );
fThrewGrenade = true;
break;
case EVENT_WEAPON_THROW3:
LobGrenade( pOwner );
DecrementAmmo( pOwner );
fThrewGrenade = true;
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
#define RETHROW_DELAY 0.5
if( fThrewGrenade )
{
m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY;
m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY;
m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up!
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponFrag::Deploy( void )
{
m_bRedraw = false;
m_fDrawbackFinished = false;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponFrag::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_bRedraw = false;
m_fDrawbackFinished = false;
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponFrag::Reload( void )
{
if ( !HasPrimaryAmmo() )
return false;
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();
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
//Mark this as done
m_bRedraw = false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::SecondaryAttack( void )
{
if ( m_bRedraw )
return;
if ( !HasPrimaryAmmo() )
return;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return;
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
if ( pPlayer == NULL )
return;
// Note that this is a secondary attack and prepare the grenade attack to pause.
m_AttackPaused = GRENADE_PAUSED_SECONDARY;
SendWeaponAnim( ACT_VM_PULLBACK_LOW );
// Don't let weapon idle interfere in the middle of a throw!
m_flTimeWeaponIdle = FLT_MAX;
m_flNextSecondaryAttack = FLT_MAX;
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
pPlayer->SwitchToNextBestWeapon( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::PrimaryAttack( void )
{
if ( m_bRedraw )
return;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
{
return;
}
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );;
if ( !pPlayer )
return;
// Note that this is a primary attack and prepare the grenade attack to pause.
m_AttackPaused = GRENADE_PAUSED_PRIMARY;
SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
// Put both of these off indefinitely. We do not know how long
// the player will hold the grenade.
m_flTimeWeaponIdle = FLT_MAX;
m_flNextPrimaryAttack = FLT_MAX;
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
pPlayer->SwitchToNextBestWeapon( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOwner -
//-----------------------------------------------------------------------------
void CWeaponFrag::DecrementAmmo( CBaseCombatCharacter *pOwner )
{
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::ItemPostFrame( void )
{
if( m_fDrawbackFinished )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (pOwner)
{
switch( m_AttackPaused )
{
case GRENADE_PAUSED_PRIMARY:
if( !(pOwner->m_nButtons & IN_ATTACK) )
{
SendWeaponAnim( ACT_VM_THROW );
m_fDrawbackFinished = false;
}
break;
case GRENADE_PAUSED_SECONDARY:
if( !(pOwner->m_nButtons & IN_ATTACK2) )
{
//See if we're ducking
if ( pOwner->m_nButtons & IN_DUCK )
{
//Send the weapon animation
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
}
else
{
//Send the weapon animation
SendWeaponAnim( ACT_VM_HAULBACK );
}
m_fDrawbackFinished = false;
}
break;
default:
break;
}
}
}
BaseClass::ItemPostFrame();
if ( m_bRedraw )
{
if ( IsViewModelSequenceFinished() )
{
Reload();
}
}
}
// check a throw from vecSrc. If not valid, move the position back along the line to vecEye
void CWeaponFrag::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc )
{
trace_t tr;
UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2),
pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr );
if ( tr.DidHit() )
{
vecSrc = tr.endpos;
}
}
void DropPrimedFragGrenade( CHL2MP_Player *pPlayer, CBaseCombatWeapon *pGrenade )
{
CWeaponFrag *pWeaponFrag = dynamic_cast<CWeaponFrag*>( pGrenade );
if ( pWeaponFrag )
{
pWeaponFrag->ThrowGrenade( pPlayer );
pWeaponFrag->DecrementAmmo( pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
{
#ifndef CLIENT_DLL
Vector vecEye = pPlayer->EyePosition();
Vector vForward, vRight;
pPlayer->EyeVectors( &vForward, &vRight, NULL );
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
CheckThrowPosition( pPlayer, vecEye, vecSrc );
// vForward[0] += 0.1f;
vForward[2] += 0.1f;
Vector vecThrow;
pPlayer->GetVelocity( &vecThrow, NULL );
vecThrow += vForward * 1200;
CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );
if ( pGrenade )
{
if ( pPlayer && pPlayer->m_lifeState != LIFE_ALIVE )
{
pPlayer->GetVelocity( &vecThrow, NULL );
IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->SetVelocity( &vecThrow, NULL );
}
}
pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
}
#endif
m_bRedraw = true;
WeaponSound( SINGLE );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
{
#ifndef CLIENT_DLL
Vector vecEye = pPlayer->EyePosition();
Vector vForward, vRight;
pPlayer->EyeVectors( &vForward, &vRight, NULL );
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 );
CheckThrowPosition( pPlayer, vecEye, vecSrc );
Vector vecThrow;
pPlayer->GetVelocity( &vecThrow, NULL );
vecThrow += vForward * 350 + Vector( 0, 0, 50 );
CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false );
if ( pGrenade )
{
pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
}
#endif
WeaponSound( WPN_DOUBLE );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_bRedraw = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
{
#ifndef CLIENT_DLL
// BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
Vector vecSrc;
pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc );
vecSrc.z += GRENADE_RADIUS;
Vector vecFacing = pPlayer->BodyDirection2D( );
// no up/down direction
vecFacing.z = 0;
VectorNormalize( vecFacing );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
// compute forward vec parallel to floor plane and roll grenade along that
Vector tangent;
CrossProduct( vecFacing, tr.plane.normal, tangent );
CrossProduct( tr.plane.normal, tangent, vecFacing );
}
vecSrc += (vecFacing * 18.0);
CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc );
Vector vecThrow;
pPlayer->GetVelocity( &vecThrow, NULL );
vecThrow += vecFacing * 700;
// put it on its side
QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
// roll it
AngularImpulse rotSpeed(0,0,720);
CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false );
if ( pGrenade )
{
pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
}
#endif
WeaponSound( SPECIAL1 );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_bRedraw = true;
}