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:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "basehlcombatweapon.h"
#include "player.h"
#include "gamerules.h"
#include "grenade_tripwire.h"
#include "grenade_satchel.h"
#include "entitylist.h"
#include "weapon_tripwire.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CWeapon_Tripwire )
DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_FUNCTION( TripwireTouch ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire );
// BUGBUG: Enable this when the script & resources are checked in.
//PRECACHE_WEAPON_REGISTER(weapon_tripwire);
acttable_t CWeapon_Tripwire::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true },
};
IMPLEMENT_ACTTABLE(CWeapon_Tripwire);
void CWeapon_Tripwire::Spawn( )
{
UTIL_Remove(this);
return;
BaseClass::Spawn();
Precache( );
UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));
FallInit();// get ready to fall down
SetThink( NULL );
// Give one piece of default ammo when first picked up
m_iClip2 = 1;
}
void CWeapon_Tripwire::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Weapon_Tripwire.Attach" );
UTIL_PrecacheOther( "npc_tripwire" );
}
//------------------------------------------------------------------------------
// Purpose : Override to use tripwire's pickup touch function
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeapon_Tripwire::SetPickupTouch( void )
{
SetTouch(TripwireTouch);
}
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther )
{
// ---------------------------------------------------
// First give weapon to touching entity if allowed
// ---------------------------------------------------
BaseClass::DefaultTouch(pOther);
// ----------------------------------------------------
// Give ammo if touching client
// ----------------------------------------------------
if (pOther->GetFlags() & FL_CLIENT)
{
// ------------------------------------------------
// If already owned weapon of this type remove me
// ------------------------------------------------
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() );
if (oldWeapon != this)
{
UTIL_Remove( this );
}
else
{
pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
SetThink(NULL);
}
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo )
{
SetThink(NULL);
return BaseClass::Holster(pSwitchingTo);
}
//-----------------------------------------------------------------------------
// Purpose: Tripwire has no reload, but must call weapon idle to update state
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_Tripwire::Reload( void )
{
WeaponIdle( );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::PrimaryAttack( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
{
return;
}
if (CanAttachTripwire())
{
StartTripwireAttach();
}
}
//-----------------------------------------------------------------------------
// Purpose: Secondary attack does nothing
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::SecondaryAttack( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::TripwireAttach( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
m_bAttachTripwire = false;
Vector vecSrc = pOwner->Weapon_ShootPosition();
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
QAngle angles;
VectorAngles(tr.plane.normal, angles);
angles.x += 90;
CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL );
CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt;
pMine->SetThrower( GetOwner() );
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
EmitSound( "Weapon_Tripwire.Attach" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::StartTripwireAttach( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->BodyDirection3D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
// ALERT( at_console, "hit %f\n", tr.flFraction );
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
{
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// -----------------------------------------
// Play attach animation
// -----------------------------------------
SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH);
m_bNeedReload = true;
m_bAttachTripwire = true;
}
else
{
// ALERT( at_console, "no deploy\n" );
}
}
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
// SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_Tripwire::CanAttachTripwire( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
Vector vecSrc = pOwner->Weapon_ShootPosition();
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * 42);
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
// Don't attach to a living creature
if (tr.m_pEnt)
{
CBaseEntity *pEntity = tr.m_pEnt;
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
if (pBCC)
{
return false;
}
}
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
{
return;
}
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
SecondaryAttack();
}
else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
PrimaryAttack();
}
// -----------------------
// No buttons down
// -----------------------
else
{
WeaponIdle( );
return;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_Tripwire::WeaponIdle( void )
{
// Ready to switch animations?
if ( HasWeaponIdleTimeElapsed() )
{
if (m_bClearReload)
{
m_bNeedReload = false;
m_bClearReload = false;
}
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return;
}
int iAnim = 0;
if (m_bAttachTripwire)
{
TripwireAttach();
iAnim = ACT_SLAM_TRIPMINE_ATTACH2;
}
else if (m_bNeedReload)
{
// If owner had ammo draw the correct tripwire type
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
{
iAnim = ACT_SLAM_TRIPMINE_DRAW;
m_bClearReload = true;
}
else
{
pOwner->Weapon_Drop( this );
UTIL_Remove(this);
}
}
else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
{
pOwner->Weapon_Drop( this );
UTIL_Remove(this);
}
// If I don't need to reload just do the appropriate idle
else
{
iAnim = ACT_SLAM_TRIPMINE_IDLE;
}
SendWeaponAnim( iAnim );
}
}
bool CWeapon_Tripwire::Deploy( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
SetModel( GetViewModel() );
// ------------------------------
// Pick the right draw animation
// ------------------------------
int iActivity;
// If detonator is already armed
m_bNeedReload = false;
iActivity = ACT_SLAM_STICKWALL_ND_DRAW;
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CWeapon_Tripwire::CWeapon_Tripwire(void)
{
m_bNeedReload = true;
m_bClearReload = false;
m_bAttachTripwire = false;
}