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.
 
 
 
 
 
 

211 lines
6.0 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Rocket Launcher (Weapon)
//
//=============================================================================//
#include "cbase.h"
#include "weapon_combatshield.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "weapon_rocketlauncher.h"
#include "in_buttons.h"
#include "plasmaprojectile.h"
#include "weapon_grenade_rocket.h"
#if !defined( CLIENT_DLL )
// Server Only
#include "grenade_rocket.h"
#else
// Client Only
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
PRECACHE_WEAPON_REGISTER( weapon_rocket_launcher );
LINK_ENTITY_TO_CLASS( weapon_rocket_launcher, CWeaponRocketLauncher );
BEGIN_PREDICTION_DATA( CWeaponRocketLauncher )
END_PREDICTION_DATA()
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRocketLauncher, DT_WeaponRocketLauncher )
BEGIN_NETWORK_TABLE( CWeaponRocketLauncher, DT_WeaponRocketLauncher )
//#if !defined( CLIENT_DLL )
//#else
//#endif
END_NETWORK_TABLE()
#if !defined( CLIENT_DLL )
// Server Only
ConVar weapon_rocket_launcher_damage( "weapon_rocket_launcher_damage","300", FCVAR_NONE, "Rocker launcher damage" );
ConVar weapon_rocket_launcher_range( "weapon_rocket_launcher_range", "768", FCVAR_NONE, "Rocket launcher range" );
#endif
#define WEAPON_ROCKET_LAUNCHER_FIRERATE 1.0f
#define WEAPON_ROCKET_LAUNCHER_START_AMMO 1
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponRocketLauncher::CWeaponRocketLauncher()
{
}
//-----------------------------------------------------------------------------
// Purpose: Deconstructor
//-----------------------------------------------------------------------------
CWeaponRocketLauncher::~CWeaponRocketLauncher()
{
}
//-----------------------------------------------------------------------------/
// Purpose: Don't fire when EMPed
//-----------------------------------------------------------------------------
bool CWeaponRocketLauncher::ComputeEMPFireState( void )
{
if ( IsOwnerEMPed() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::Spawn( void )
{
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Handle deploying, undeploying, firing, etc.
// TODO: Add a deploy to the firing! Currently no reloading!
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::ItemPostFrame( void )
{
// Get the player.
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
if ( !pPlayer )
return;
if ( UsesClipsForAmmo1() )
{
CheckReload();
}
#if !defined( CLIENT_DLL )
if ( !HasPrimaryAmmo() && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
{
pPlayer->SwitchToNextBestWeapon( NULL );
}
#endif
// Handle Firing
if ( GetShieldState() == SS_DOWN && !m_bInReload )
{
// Attempting to fire.
if ( ( pPlayer->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
{
if ( m_iClip1 > 0 )
{
PrimaryAttack();
}
else
{
Reload();
}
}
// Reload button (or fire button when we're out of ammo)
if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
if ( pPlayer->m_nButtons & IN_RELOAD )
{
Reload();
}
else if ( !((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD)) )
{
if ( !m_iClip1 && HasPrimaryAmmo() )
{
Reload();
}
}
}
}
// Prevent shield post frame if we're not ready to attack, or we're charging
AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
}
//-----------------------------------------------------------------------------
// Purpose: Firing
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
// Weapon "Fire" sound.
WeaponSound( SINGLE );
// Play the attack animation (need one for rocket launcher - deploy?)
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Fire the rocket (Get the position and angles).
Vector vecFirePos = pPlayer->Weapon_ShootPosition();
Vector vecFireAng;
pPlayer->EyeVectors( &vecFireAng );
// Shift it down a bit so the firer can see it
Vector vecRight;
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &vecRight, NULL );
vecFirePos += Vector( 0, 0, -8 ) + vecRight * 12;
// Create the rocket.
#if !defined( CLIENT_DLL )
CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, weapon_rocket_launcher_range.GetFloat(), pPlayer );
#else
CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, 0, pPlayer );
#endif
if ( pRocket )
{
pRocket->SetRealOwner( pPlayer );
#if !defined( CLIENT_DLL )
pRocket->SetDamage( weapon_rocket_launcher_damage.GetFloat() );
#endif
}
// Essentially you are done!
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose: Set the rocket launcher firing rate.
//-----------------------------------------------------------------------------
float CWeaponRocketLauncher::GetFireRate( void )
{
return WEAPON_ROCKET_LAUNCHER_FIRERATE;
}
#if defined( CLIENT_DLL )
// Client Only
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRocketLauncher::ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif