439 lines
11 KiB
C++
439 lines
11 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 "weapon_csbase.h"
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#include "gamerules.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "weapon_basecsgrenade.h"
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#include "in_buttons.h"
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#include "datacache/imdlcache.h"
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "items.h"
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#include "../../server/cstrike/cs_gamestats.h"
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#endif
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#define GRENADE_TIMER 1.5f //Seconds
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseCSGrenade, DT_BaseCSGrenade )
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BEGIN_NETWORK_TABLE(CBaseCSGrenade, DT_BaseCSGrenade)
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#ifndef CLIENT_DLL
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SendPropBool( SENDINFO(m_bRedraw) ),
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SendPropBool( SENDINFO(m_bPinPulled) ),
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SendPropFloat( SENDINFO(m_fThrowTime), 0, SPROP_NOSCALE ),
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#else
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RecvPropBool( RECVINFO(m_bRedraw) ),
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RecvPropBool( RECVINFO(m_bPinPulled) ),
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RecvPropFloat( RECVINFO(m_fThrowTime) ),
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#endif
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END_NETWORK_TABLE()
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#if defined CLIENT_DLL
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BEGIN_PREDICTION_DATA( CBaseCSGrenade )
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DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_basecsgrenade, CBaseCSGrenade );
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#ifndef CLIENT_DLL
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ConVar sv_ignoregrenaderadio( "sv_ignoregrenaderadio", "0", 0, "Turn off Fire in the hole messages" );
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#endif
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CBaseCSGrenade::CBaseCSGrenade()
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{
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m_bRedraw = false;
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m_bPinPulled = false;
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m_fThrowTime = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::Precache()
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseCSGrenade::Deploy()
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{
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m_bRedraw = false;
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m_bPinPulled = false;
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m_fThrowTime = 0;
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#ifndef CLIENT_DLL
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// if we're officially out of grenades, ditch this weapon
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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pPlayer->Weapon_Drop( this, NULL, NULL );
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UTIL_Remove(this);
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return false;
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}
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#endif
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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 CBaseCSGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_bRedraw = false;
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m_bPinPulled = false; // when this is holstered make sure the pin isn<73>t pulled.
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m_fThrowTime = 0;
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#ifndef CLIENT_DLL
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// If they attempt to switch weapons before the throw animation is done,
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// allow it, but kill the weapon if we have to.
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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CBaseCombatCharacter *pOwner = (CBaseCombatCharacter *)pPlayer;
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pOwner->Weapon_Drop( this );
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UTIL_Remove(this);
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}
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#endif
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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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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::PrimaryAttack()
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{
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if ( m_bRedraw || m_bPinPulled || m_fThrowTime > 0.0f )
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return;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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return;
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// The pull pin animation has to finish, then we wait until they aren't holding the primary
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// attack button, then throw the grenade.
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SendWeaponAnim( ACT_VM_PULLPIN );
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m_bPinPulled = true;
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// Don't let weapon idle interfere in the middle of a throw!
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MDLCACHE_CRITICAL_SECTION();
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::SecondaryAttack()
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{
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if ( m_bRedraw )
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return;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer == NULL )
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return;
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//See if we're ducking
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if ( pPlayer->GetFlags() & FL_DUCKING )
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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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// Don't let weapon idle interfere in the middle of a throw!
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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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 CBaseCSGrenade::Reload()
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{
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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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SetWeaponIdleTime( 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 CBaseCSGrenade::ItemPostFrame()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
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if ( !vm )
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return;
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// If they let go of the fire button, they want to throw the grenade.
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if ( m_bPinPulled && !(pPlayer->m_nButtons & IN_ATTACK) )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
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StartGrenadeThrow();
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MDLCACHE_CRITICAL_SECTION();
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m_bPinPulled = false;
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SendWeaponAnim( ACT_VM_THROW );
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); // we're still throwing, so reset our next primary attack
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#ifndef CLIENT_DLL
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IGameEvent * event = gameeventmanager->CreateEvent( "weapon_fire" );
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if( event )
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{
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const char *weaponName = STRING( m_iClassname );
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if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
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{
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weaponName += 7;
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}
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event->SetInt( "userid", pPlayer->GetUserID() );
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event->SetString( "weapon", weaponName );
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gameeventmanager->FireEvent( event );
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}
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#endif
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}
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else if ((m_fThrowTime > 0) && (m_fThrowTime < gpGlobals->curtime))
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{
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// only decrement our ammo when we actually create the projectile
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DecrementAmmo( pPlayer );
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ThrowGrenade();
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}
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else if( m_bRedraw )
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{
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// Has the throw animation finished playing
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if( m_flTimeWeaponIdle < gpGlobals->curtime )
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{
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#ifdef GAME_DLL
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// if we're officially out of grenades, ditch this weapon
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if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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pPlayer->Weapon_Drop( this, NULL, NULL );
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UTIL_Remove(this);
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}
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else
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{
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pPlayer->SwitchToNextBestWeapon( this );
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}
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#endif
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return; //don't animate this grenade any more!
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}
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}
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else if( !m_bRedraw )
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{
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BaseClass::ItemPostFrame();
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}
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}
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#ifdef CLIENT_DLL
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void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
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{
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}
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void CBaseCSGrenade::DropGrenade()
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{
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m_bRedraw = true;
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m_fThrowTime = 0.0f;
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}
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void CBaseCSGrenade::ThrowGrenade()
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{
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m_bRedraw = true;
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m_fThrowTime = 0.0f;
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}
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void CBaseCSGrenade::StartGrenadeThrow()
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{
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m_fThrowTime = gpGlobals->curtime + 0.1f;
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}
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#else
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BEGIN_DATADESC( CBaseCSGrenade )
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DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
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END_DATADESC()
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int CBaseCSGrenade::CapabilitiesGet()
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{
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return bits_CAP_WEAPON_RANGE_ATTACK1;
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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 CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
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{
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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void CBaseCSGrenade::StartGrenadeThrow()
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{
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m_fThrowTime = gpGlobals->curtime + 0.1f;
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}
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void CBaseCSGrenade::ThrowGrenade()
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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Assert( false );
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return;
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}
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QAngle angThrow = pPlayer->LocalEyeAngles();
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Vector vForward, vRight, vUp;
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if ( angThrow.x < 0 )
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{
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angThrow.x += 360; // make sure we have a positive angle from LocalEyeAngles()
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}
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if ( angThrow.x < 90 )
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angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
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else
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{
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angThrow.x = 360.0f - angThrow.x;
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angThrow.x = -10 + angThrow.x * -((90 - 10) / 90.0);
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}
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float flVel = (90 - angThrow.x) * 6;
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if (flVel > 750)
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flVel = 750;
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AngleVectors( angThrow, &vForward, &vRight, &vUp );
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Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
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// We want to throw the grenade from 16 units out. But that can cause problems if we're facing
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// a thin wall. Do a hull trace to be safe.
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trace_t trace;
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Vector mins( -2, -2, -2 );
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Vector maxs( 2, 2, 2 );
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UTIL_TraceHull( vecSrc, vecSrc + vForward * 16, mins, maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &trace );
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vecSrc = trace.endpos;
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Vector vecThrow = vForward * flVel + pPlayer->GetAbsVelocity();
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EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer );
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m_bRedraw = true;
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m_fThrowTime = 0.0f;
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CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
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if( pCSPlayer )
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{
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if ( !sv_ignoregrenaderadio.GetBool() )
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{
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pCSPlayer->Radio( "Radio.FireInTheHole", "#Cstrike_TitlesTXT_Fire_in_the_hole" );
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}
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CCS_GameStats.IncrementStat(pCSPlayer, CSSTAT_GRENADES_THROWN, 1);
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}
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}
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void CBaseCSGrenade::DropGrenade()
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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Assert( false );
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return;
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}
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Vector vForward;
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pPlayer->EyeVectors( &vForward );
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Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset() + vForward * 16;
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Vector vecVel = pPlayer->GetAbsVelocity();
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EmitGrenade( vecSrc, vec3_angle, vecVel, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer );
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CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
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if( pCSPlayer )
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{
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CCS_GameStats.IncrementStat(pCSPlayer, CSSTAT_GRENADES_THROWN, 1);
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}
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m_bRedraw = true;
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m_fThrowTime = 0.0f;
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}
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void CBaseCSGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
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{
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Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
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}
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bool CBaseCSGrenade::AllowsAutoSwitchFrom( void ) const
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{
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return !m_bPinPulled;
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}
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#endif
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