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211 lines
5.7 KiB
211 lines
5.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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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_usedwithshieldbase.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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#if !defined( CLIENT_DLL ) |
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#include "tf_shieldgrenade.h" |
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#else |
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#define CWeaponShieldGrenade C_WeaponShieldGrenade |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SHIELD_GRENADE_LIFETIME 10.0f // 10 seconds |
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//----------------------------------------------------------------------------- |
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// The shield grenade weapon |
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//----------------------------------------------------------------------------- |
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class CWeaponShieldGrenade: public CWeaponCombatUsedWithShieldBase |
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{ |
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DECLARE_CLASS( CWeaponShieldGrenade, CWeaponCombatUsedWithShieldBase ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponShieldGrenade(); |
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void Spawn( void ); |
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void ItemPostFrame( void ); |
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void PrimaryAttack( void ); |
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void ThrowGrenade( void ); |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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#if defined( CLIENT_DLL ) |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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#endif |
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private: |
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// A hack to work around missing animation feature |
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float m_flStartedThrowAt; |
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private: |
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CWeaponShieldGrenade( const CWeaponShieldGrenade & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShieldGrenade, DT_WeaponShieldGrenade ) |
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BEGIN_NETWORK_TABLE( CWeaponShieldGrenade, DT_WeaponShieldGrenade ) |
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END_NETWORK_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_shield_grenade, CWeaponShieldGrenade ); |
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PRECACHE_WEAPON_REGISTER(weapon_shield_grenade); |
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BEGIN_PREDICTION_DATA( CWeaponShieldGrenade ) |
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DEFINE_FIELD( m_flStartedThrowAt, FIELD_FLOAT ), |
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END_PREDICTION_DATA(); |
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CWeaponShieldGrenade::CWeaponShieldGrenade( void ) |
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{ |
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SetPredictionEligible( true ); |
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} |
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//----------------------------------------------------------------------------- |
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// Yeehaw |
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//----------------------------------------------------------------------------- |
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void CWeaponShieldGrenade::Spawn( void ) |
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{ |
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BaseClass::Spawn(); |
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m_flStartedThrowAt = 0.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponShieldGrenade::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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// Look for button downs |
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if ( (pOwner->m_nButtons & IN_ATTACK) && !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 CWeaponShieldGrenade::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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if ( !GetPrimaryAmmo() ) |
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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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g_pGameRules->GetNextBestWeapon( pPlayer, NULL ); |
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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 CWeaponShieldGrenade::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 = 800 + (200 * 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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QAngle vecGrenAngles; |
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vecGrenAngles.Init( 0, vecAngles.y, 0 ); |
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#if !defined( CLIENT_DLL ) |
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CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME ); |
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#endif |
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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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QAngle vecGrenAngles; |
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vecGrenAngles.Init( 0, vecAngles.y, 0 ); |
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#if !defined( CLIENT_DLL ) |
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CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME ); |
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#endif |
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} |
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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}
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