mirror of
https://github.com/alliedmodders/hl2sdk.git
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553 lines
15 KiB
C++
553 lines
15 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 "npcevent.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_hl2mp_player.h"
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#include "c_te_effect_dispatch.h"
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#else
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#include "hl2mp_player.h"
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#include "te_effect_dispatch.h"
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#include "grenade_frag.h"
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#endif
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#include "weapon_ar2.h"
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#include "effect_dispatch_data.h"
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#include "weapon_hl2mpbasehlmpcombatweapon.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 2.5f //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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#define GRENADE_DAMAGE_RADIUS 250.0f
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#ifdef CLIENT_DLL
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#define CWeaponFrag C_WeaponFrag
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#endif
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//-----------------------------------------------------------------------------
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// Fragmentation grenades
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//-----------------------------------------------------------------------------
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class CWeaponFrag: public CBaseHL2MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponFrag, CBaseHL2MPCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponFrag();
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void Precache( void );
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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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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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bool Reload( void );
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#ifndef CLIENT_DLL
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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#endif
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void ThrowGrenade( CBasePlayer *pPlayer );
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bool IsPrimed( bool ) { return ( m_AttackPaused != 0 ); }
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private:
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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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CNetworkVar( bool, m_bRedraw ); //Draw the weapon again after throwing a grenade
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CNetworkVar( int, m_AttackPaused );
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CNetworkVar( bool, m_fDrawbackFinished );
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CWeaponFrag( const CWeaponFrag & );
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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};
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#ifndef CLIENT_DLL
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acttable_t CWeaponFrag::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponFrag);
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFrag, DT_WeaponFrag )
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BEGIN_NETWORK_TABLE( CWeaponFrag, DT_WeaponFrag )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bRedraw ) ),
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RecvPropBool( RECVINFO( m_fDrawbackFinished ) ),
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RecvPropInt( RECVINFO( m_AttackPaused ) ),
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#else
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SendPropBool( SENDINFO( m_bRedraw ) ),
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SendPropBool( SENDINFO( m_fDrawbackFinished ) ),
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SendPropInt( SENDINFO( m_AttackPaused ) ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponFrag )
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DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_AttackPaused, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_frag, CWeaponFrag );
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PRECACHE_WEAPON_REGISTER(weapon_frag);
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CWeaponFrag::CWeaponFrag( void ) :
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CBaseHL2MPCombatWeapon()
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{
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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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void CWeaponFrag::Precache( void )
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{
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BaseClass::Precache();
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "npc_grenade_frag" );
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#endif
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PrecacheScriptSound( "WeaponFrag.Throw" );
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PrecacheScriptSound( "WeaponFrag.Roll" );
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}
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#ifndef CLIENT_DLL
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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 CWeaponFrag::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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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponFrag::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 CWeaponFrag::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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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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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponFrag::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 CWeaponFrag::SecondaryAttack( void )
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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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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponFrag::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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{
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return;
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}
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );;
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if ( !pPlayer )
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return;
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// Note that this is a primary attack and prepare the grenade attack to pause.
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m_AttackPaused = GRENADE_PAUSED_PRIMARY;
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SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
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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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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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// Purpose:
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// Input : *pOwner -
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//-----------------------------------------------------------------------------
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void CWeaponFrag::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 CWeaponFrag::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_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 CWeaponFrag::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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void DropPrimedFragGrenade( CHL2MP_Player *pPlayer, CBaseCombatWeapon *pGrenade )
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{
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CWeaponFrag *pWeaponFrag = dynamic_cast<CWeaponFrag*>( pGrenade );
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if ( pWeaponFrag )
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{
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pWeaponFrag->ThrowGrenade( pPlayer );
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pWeaponFrag->DecrementAmmo( pPlayer );
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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 CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
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{
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#ifndef CLIENT_DLL
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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[0] += 0.1f;
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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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CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );
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if ( pGrenade )
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{
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if ( pPlayer && pPlayer->m_lifeState != LIFE_ALIVE )
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{
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pPlayer->GetVelocity( &vecThrow, NULL );
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IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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pPhysicsObject->SetVelocity( &vecThrow, NULL );
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}
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}
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pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
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pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
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}
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#endif
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m_bRedraw = true;
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WeaponSound( SINGLE );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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 CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
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{
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#ifndef CLIENT_DLL
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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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CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false );
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if ( pGrenade )
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{
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pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
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pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
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}
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#endif
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WeaponSound( WPN_DOUBLE );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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 CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
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{
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#ifndef CLIENT_DLL
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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);
|
|
CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false );
|
|
|
|
if ( pGrenade )
|
|
{
|
|
pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
|
|
pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
|
|
}
|
|
|
|
#endif
|
|
|
|
WeaponSound( SPECIAL1 );
|
|
|
|
// player "shoot" animation
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
m_bRedraw = true;
|
|
}
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|
|