mirror of
https://github.com/alliedmodders/hl2sdk.git
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509 lines
14 KiB
C++
509 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "player.h"
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#include "gamerules.h"
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#include "grenade_frag.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "items.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "grenade_hopwire.h"
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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 GRENADE_TIMER 2.0f //Seconds
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#define GRENADE_PAUSED_NO 0
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#define GRENADE_PAUSED_PRIMARY 1
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#define GRENADE_PAUSED_SECONDARY 2
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#define GRENADE_RADIUS 4.0f // inches
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//-----------------------------------------------------------------------------
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// Fragmentation grenades
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//-----------------------------------------------------------------------------
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class CWeaponHopwire: public CBaseHLCombatWeapon
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{
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DECLARE_CLASS( CWeaponHopwire, CBaseHLCombatWeapon );
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public:
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DECLARE_SERVERCLASS();
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void Precache( void );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void DecrementAmmo( CBaseCombatCharacter *pOwner );
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void ItemPostFrame( void );
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void HandleFireOnEmpty( void );
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bool HasAnyAmmo( void );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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bool Reload( void );
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private:
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void ThrowGrenade( CBasePlayer *pPlayer );
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void RollGrenade( CBasePlayer *pPlayer );
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void LobGrenade( CBasePlayer *pPlayer );
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// check a throw from vecSrc. If not valid, move the position back along the line to vecEye
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void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc );
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bool m_bRedraw; //Draw the weapon again after throwing a grenade
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int m_AttackPaused;
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bool m_fDrawbackFinished;
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CHandle<CGrenadeHopwire> m_hActiveHopWire;
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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};
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BEGIN_DATADESC( CWeaponHopwire )
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DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_AttackPaused, FIELD_INTEGER ),
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DEFINE_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hActiveHopWire, FIELD_EHANDLE ),
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END_DATADESC()
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acttable_t CWeaponHopwire::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponHopwire);
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IMPLEMENT_SERVERCLASS_ST(CWeaponHopwire, DT_WeaponHopwire)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_hopwire, CWeaponHopwire );
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PRECACHE_WEAPON_REGISTER(weapon_hopwire);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::Precache( void )
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{
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BaseClass::Precache();
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UTIL_PrecacheOther( "npc_grenade_hopwire" );
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PrecacheScriptSound( "WeaponFrag.Throw" );
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PrecacheScriptSound( "WeaponFrag.Roll" );
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m_bRedraw = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponHopwire::Deploy( void )
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{
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m_bRedraw = false;
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m_fDrawbackFinished = false;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponHopwire::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( m_hActiveHopWire != NULL )
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return false;
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m_bRedraw = false;
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m_fDrawbackFinished = false;
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEvent -
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// *pOperator -
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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bool fThrewGrenade = false;
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switch( pEvent->event )
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{
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case EVENT_WEAPON_SEQUENCE_FINISHED:
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m_fDrawbackFinished = true;
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break;
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case EVENT_WEAPON_THROW:
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ThrowGrenade( pOwner );
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DecrementAmmo( pOwner );
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fThrewGrenade = true;
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break;
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case EVENT_WEAPON_THROW2:
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RollGrenade( pOwner );
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DecrementAmmo( pOwner );
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fThrewGrenade = true;
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break;
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case EVENT_WEAPON_THROW3:
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LobGrenade( pOwner );
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DecrementAmmo( pOwner );
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fThrewGrenade = true;
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break;
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default:
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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#define RETHROW_DELAY 0.5
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if( fThrewGrenade )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY;
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m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY;
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m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up!
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// Make a sound designed to scare snipers back into their holes!
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CBaseCombatCharacter *pOwner = GetOwner();
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if( pOwner )
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{
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Vector vecSrc = pOwner->Weapon_ShootPosition();
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Vector vecDir;
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AngleVectors( pOwner->EyeAngles(), &vecDir );
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SOLID_BRUSHONLY, pOwner, COLLISION_GROUP_NONE, &tr );
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CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, tr.endpos, 384, 0.2, pOwner );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override the ammo behavior so we never disallow pulling the weapon out
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponHopwire::HasAnyAmmo( void )
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{
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if ( m_hActiveHopWire != NULL )
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return true;
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return BaseClass::HasAnyAmmo();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponHopwire::Reload( void )
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{
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if ( !HasPrimaryAmmo() )
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return false;
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if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
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{
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//Redraw the weapon
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SendWeaponAnim( ACT_VM_DRAW );
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//Update our times
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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//Mark this as done
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m_bRedraw = false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::SecondaryAttack( void )
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{
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/*
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if ( m_bRedraw )
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return;
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if ( !HasPrimaryAmmo() )
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return;
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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CBasePlayer *pPlayer = ToBasePlayer( pOwner );
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if ( pPlayer == NULL )
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return;
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// Note that this is a secondary attack and prepare the grenade attack to pause.
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m_AttackPaused = GRENADE_PAUSED_SECONDARY;
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SendWeaponAnim( ACT_VM_PULLBACK_LOW );
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// Don't let weapon idle interfere in the middle of a throw!
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m_flTimeWeaponIdle = FLT_MAX;
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m_flNextSecondaryAttack = FLT_MAX;
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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->SwitchToNextBestWeapon( this );
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow activation even if this is our last piece of ammo
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::HandleFireOnEmpty( void )
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{
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if ( m_hActiveHopWire!= NULL )
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{
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// FIXME: This toggle is hokey
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m_bRedraw = false;
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PrimaryAttack();
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m_bRedraw = true;
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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 CWeaponHopwire::PrimaryAttack( void )
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{
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if ( m_bRedraw )
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return;
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );;
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if ( !pPlayer )
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return;
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// See if we're in trap mode
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if ( hopwire_trap.GetBool() && ( m_hActiveHopWire != NULL ) )
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{
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// Spring the trap
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m_hActiveHopWire->Detonate();
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m_hActiveHopWire = NULL;
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// Don't allow another throw for awhile
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m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->curtime + 2.0f;
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return;
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}
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// Note that this is a primary attack and prepare the grenade attack to pause.
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/*
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m_AttackPaused = GRENADE_PAUSED_PRIMARY;
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SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
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*/
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m_AttackPaused = GRENADE_PAUSED_SECONDARY;
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SendWeaponAnim( ACT_VM_PULLBACK_LOW );
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// Put both of these off indefinitely. We do not know how long
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// the player will hold the grenade.
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m_flTimeWeaponIdle = FLT_MAX;
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m_flNextPrimaryAttack = FLT_MAX;
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// If I'm now out of ammo, switch away
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/*
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if ( !HasPrimaryAmmo() )
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{
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pPlayer->SwitchToNextBestWeapon( this );
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOwner -
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::DecrementAmmo( CBaseCombatCharacter *pOwner )
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{
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::ItemPostFrame( void )
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{
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if( m_fDrawbackFinished )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if (pOwner)
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{
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switch( m_AttackPaused )
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{
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case GRENADE_PAUSED_PRIMARY:
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if( !(pOwner->m_nButtons & IN_ATTACK) )
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{
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SendWeaponAnim( ACT_VM_THROW );
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m_fDrawbackFinished = false;
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}
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break;
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case GRENADE_PAUSED_SECONDARY:
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if( !(pOwner->m_nButtons & (IN_ATTACK|IN_ATTACK2)) )
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{
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//See if we're ducking
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if ( pOwner->m_nButtons & IN_DUCK )
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{
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//Send the weapon animation
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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}
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else
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{
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//Send the weapon animation
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SendWeaponAnim( ACT_VM_HAULBACK );
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}
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m_fDrawbackFinished = false;
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}
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break;
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default:
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break;
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}
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}
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}
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BaseClass::ItemPostFrame();
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if ( m_bRedraw )
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{
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if ( IsViewModelSequenceFinished() )
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{
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Reload();
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}
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}
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}
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// check a throw from vecSrc. If not valid, move the position back along the line to vecEye
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void CWeaponHopwire::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc )
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{
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trace_t tr;
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UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2),
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pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr );
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if ( tr.DidHit() )
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{
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vecSrc = tr.endpos;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::ThrowGrenade( CBasePlayer *pPlayer )
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{
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Vector vecEye = pPlayer->EyePosition();
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Vector vForward, vRight;
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pPlayer->EyeVectors( &vForward, &vRight, NULL );
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Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
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CheckThrowPosition( pPlayer, vecEye, vecSrc );
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vForward[2] += 0.1f;
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Vector vecThrow;
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pPlayer->GetVelocity( &vecThrow, NULL );
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vecThrow += vForward * 1200;
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m_hActiveHopWire = static_cast<CGrenadeHopwire *> (HopWire_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER ));
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m_bRedraw = true;
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WeaponSound( SINGLE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::LobGrenade( CBasePlayer *pPlayer )
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{
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Vector vecEye = pPlayer->EyePosition();
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Vector vForward, vRight;
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pPlayer->EyeVectors( &vForward, &vRight, NULL );
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Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 );
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CheckThrowPosition( pPlayer, vecEye, vecSrc );
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Vector vecThrow;
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pPlayer->GetVelocity( &vecThrow, NULL );
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vecThrow += vForward * 350 + Vector( 0, 0, 50 );
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m_hActiveHopWire = static_cast<CGrenadeHopwire *> (HopWire_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER ));
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WeaponSound( WPN_DOUBLE );
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m_bRedraw = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void CWeaponHopwire::RollGrenade( CBasePlayer *pPlayer )
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{
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// BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
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Vector vecSrc;
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pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc );
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vecSrc.z += GRENADE_RADIUS;
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Vector vecFacing = pPlayer->BodyDirection2D( );
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// no up/down direction
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vecFacing.z = 0;
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VectorNormalize( vecFacing );
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction != 1.0 )
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{
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// compute forward vec parallel to floor plane and roll grenade along that
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Vector tangent;
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CrossProduct( vecFacing, tr.plane.normal, tangent );
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CrossProduct( tr.plane.normal, tangent, vecFacing );
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}
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vecSrc += (vecFacing * 18.0);
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CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc );
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Vector vecThrow;
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pPlayer->GetVelocity( &vecThrow, NULL );
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vecThrow += vecFacing * 700;
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// put it on its side
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QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
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// roll it
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AngularImpulse rotSpeed(0,0,720);
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m_hActiveHopWire = static_cast<CGrenadeHopwire *> (HopWire_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER ));
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WeaponSound( SPECIAL1 );
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m_bRedraw = true;
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}
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