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152 lines
4.5 KiB
152 lines
4.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Base class for hand-thrown grenades that work with the handheld shield |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "basetfplayer_shared.h" |
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#include "weapon_combat_basegrenade.h" |
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#include "weapon_combatshield.h" |
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#include "in_buttons.h" |
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LINK_ENTITY_TO_CLASS( weapon_combat_basegrenade, CWeaponCombatBaseGrenade ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatBaseGrenade, DT_WeaponCombatBaseGrenade ) |
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BEGIN_NETWORK_TABLE( CWeaponCombatBaseGrenade, DT_WeaponCombatBaseGrenade ) |
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#if !defined( CLIENT_DLL ) |
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SendPropTime( SENDINFO( m_flStartedThrowAt ) ), |
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#else |
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RecvPropTime( RECVINFO( m_flStartedThrowAt ) ), |
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#endif |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponCombatBaseGrenade ) |
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DEFINE_PRED_FIELD_TOL( m_flStartedThrowAt, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), |
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END_PREDICTION_DATA() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CWeaponCombatBaseGrenade::CWeaponCombatBaseGrenade( void ) |
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{ |
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m_flStartedThrowAt = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float CWeaponCombatBaseGrenade::GetFireRate( void ) |
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{ |
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return 2.0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCombatBaseGrenade::ItemPostFrame( void ) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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if (!pOwner) |
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return; |
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AllowShieldPostFrame( !m_flStartedThrowAt ); |
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// Look for button downs |
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if ( (pOwner->m_nButtons & IN_ATTACK) && GetShieldState() == SS_DOWN && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) |
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{ |
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m_flStartedThrowAt = gpGlobals->curtime; |
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SendWeaponAnim( ACT_VM_DRAW ); |
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} |
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// Look for button ups |
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if ( (pOwner->m_afButtonReleased & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && m_flStartedThrowAt ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime; |
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PrimaryAttack(); |
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m_flStartedThrowAt = 0; |
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} |
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// No buttons down? |
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if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) ) |
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{ |
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WeaponIdle( ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCombatBaseGrenade::PrimaryAttack( void ) |
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{ |
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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() ); |
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if ( !pPlayer ) |
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return; |
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if ( !ComputeEMPFireState() ) |
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return; |
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// player "shoot" animation |
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PlayAttackAnimation( ACT_VM_THROW ); |
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ThrowGrenade(); |
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// Setup for refire |
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; |
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CheckRemoveDisguise(); |
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// If I'm now out of ammo, switch away |
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if ( !HasPrimaryAmmo() ) |
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{ |
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pPlayer->SelectLastItem(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCombatBaseGrenade::ThrowGrenade( void ) |
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{ |
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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() ); |
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if ( !pPlayer ) |
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return; |
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BaseClass::WeaponSound(WPN_DOUBLE); |
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// Calculate launch velocity (3 seconds for max distance) |
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float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 ); |
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float flSpeed = 650 + (175 * flThrowTime); |
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// If the player's crouched, roll the grenade |
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if ( pPlayer->GetFlags() & FL_DUCKING ) |
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{ |
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// Launch the grenade |
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Vector vecForward; |
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QAngle vecAngles = pPlayer->EyeAngles(); |
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// Throw it up just a tad |
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vecAngles.x = -1; |
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AngleVectors( vecAngles, &vecForward, NULL, NULL); |
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Vector vecOrigin; |
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VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin ); |
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vecOrigin += (vecForward * 16); |
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vecForward = vecForward * flSpeed; |
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CreateGrenade(vecOrigin, vecForward, pPlayer ); |
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} |
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else |
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{ |
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// Launch the grenade |
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Vector vecForward; |
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QAngle vecAngles = pPlayer->EyeAngles(); |
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AngleVectors( vecAngles, &vecForward, NULL, NULL); |
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Vector vecOrigin = pPlayer->EyePosition(); |
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vecOrigin += (vecForward * 16); |
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vecForward = vecForward * flSpeed; |
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CreateGrenade(vecOrigin, vecForward, pPlayer ); |
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} |
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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}
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