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 "fx_dod_shared.h"
#include "weapon_riflegrenade.h"
#ifdef CLIENT_DLL
#include "prediction.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
BEGIN_NETWORK_TABLE( CWeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponBaseRifleGrenade )
END_PREDICTION_DATA()
CWeaponBaseRifleGrenade::CWeaponBaseRifleGrenade()
{
}
void CWeaponBaseRifleGrenade::Spawn()
{
BaseClass::Spawn();
}
void CWeaponBaseRifleGrenade::PrimaryAttack( void )
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
Assert( pPlayer );
// Out of ammo?
if ( m_iClip1 <= 0 )
{
if (m_bFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}
return;
}
if( pPlayer->GetWaterLevel() > 2 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
return;
}
// decrement before calling PlayPrimaryAttackAnim, so we can play the empty anim if necessary
m_iClip1--;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifdef CLIENT_DLL
if( pPlayer && !pPlayer->IsDormant() )
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
#else
if( pPlayer )
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
#endif
#ifndef CLIENT_DLL
ShootGrenade();
#endif
WeaponSound( SINGLE );
DoFireEffects();
#ifdef CLIENT_DLL
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if ( prediction->IsFirstTimePredicted() )
p->DoRecoil( GetWeaponID(), GetRecoil() );
#endif
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireDelay();
m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
#ifndef CLIENT_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
if ( event )
{
event->SetInt( "attacker", pPlayer->GetUserID() );
event->SetInt( "weapon", GetStatsWeaponID() );
gameeventmanager->FireEvent( event );
}
#endif //CLIENT_DLL
}
Activity CWeaponBaseRifleGrenade::GetDrawActivity( void )
{
return ( (m_iClip1 <= 0 ) ? ACT_VM_DRAW_EMPTY : ACT_VM_DRAW );
}
Activity CWeaponBaseRifleGrenade::GetIdleActivity( void )
{
return ( (m_iClip1 <= 0 ) ? ACT_VM_IDLE_EMPTY : ACT_VM_IDLE );
}
bool CWeaponBaseRifleGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#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.
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if( pPlayer && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0 )
{
pPlayer->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
return true;
}
#endif
return BaseClass::Holster( pSwitchingTo );
}
// weapon idle to destroy weapon if empty
void CWeaponBaseRifleGrenade::WeaponIdle( void )
{
#ifndef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0)
{
pPlayer->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
return;
}
#endif
BaseClass::WeaponIdle();
}
#define DOD_RIFLEGRENADE_SPEED 2000
extern ConVar dod_grenadegravity;
#ifndef CLIENT_DLL
void CWeaponBaseRifleGrenade::ShootGrenade( void )
{
CDODPlayer *pPlayer = ToDODPlayer( GetOwner() );
if ( !pPlayer )
{
Assert( false );
return;
}
QAngle angThrow = pPlayer->LocalEyeAngles();
Vector vForward, vRight, vUp;
AngleVectors( angThrow, &vForward, &vRight, &vUp );
Vector eyes = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
Vector vecSrc = eyes;
Vector vecThrow = vForward * DOD_RIFLEGRENADE_SPEED;
// raise origin enough so that you can't shoot it straight down through the world
if ( pPlayer->m_Shared.IsProne() )
{
vecSrc.z += 16;
}
SetCollisionGroup( COLLISION_GROUP_WEAPON );
QAngle angles;
VectorAngles( -vecThrow, angles );
// estimate angular velocity based on initial conditions
// uses a constant ang velocity instead of the derivative of the flight path, oh well.
AngularImpulse angImpulse;
angImpulse.Init();
if ( vecThrow.z > 0 )
angImpulse.y = -angles.x / ( sqrt( (-2 * vecThrow.z) / dod_grenadegravity.GetFloat() ));
else
angImpulse.y = -10;
EmitGrenade( vecSrc, angles, vecThrow, angImpulse, pPlayer, RIFLEGRENADE_FUSE_LENGTH );
}
void CWeaponBaseRifleGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime )
{
Assert( !"Deriving classes should define this" );
}
#endif
bool CWeaponBaseRifleGrenade::CanDeploy( void )
{
// does the player own the weapon that fires this grenade?
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
CBaseCombatWeapon *pOwnedWeapon = pPlayer->Weapon_OwnsThisType( GetCompanionWeaponName() );
if ( pOwnedWeapon == NULL )
return false;
return BaseClass::CanDeploy();
}
const char *CWeaponBaseRifleGrenade::GetCompanionWeaponName( void )
{
Assert( !"Should not call this version. Inheriting classes must implement." );
return "";
}
float CWeaponBaseRifleGrenade::GetRecoil( void )
{
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if( p && p->m_Shared.IsInMGDeploy() )
{
return 0.0f;
}
return 10;
}