mirror of
https://github.com/ENSL/NS.git
synced 2024-11-14 17:01:29 +00:00
4f13237895
Change CRLF to LF in repo.
233 lines
5.4 KiB
C++
233 lines
5.4 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
****/
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "weapons.h"
|
|
#include "nodes.h"
|
|
#include "player.h"
|
|
|
|
|
|
#define HANDGRENADE_PRIMARY_VOLUME 450
|
|
|
|
enum handgrenade_e {
|
|
HANDGRENADE_IDLE = 0,
|
|
HANDGRENADE_FIDGET,
|
|
HANDGRENADE_PINPULL,
|
|
HANDGRENADE_THROW1, // toss
|
|
HANDGRENADE_THROW2, // medium
|
|
HANDGRENADE_THROW3, // hard
|
|
HANDGRENADE_HOLSTER,
|
|
HANDGRENADE_DRAW
|
|
};
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade );
|
|
|
|
|
|
void CHandGrenade::Spawn( )
|
|
{
|
|
Precache( );
|
|
m_iId = WEAPON_HANDGRENADE;
|
|
SET_MODEL(ENT(pev), "models/w_grenade.mdl");
|
|
|
|
#ifndef CLIENT_DLL
|
|
pev->dmg = gSkillData.plrDmgHandGrenade;
|
|
#endif
|
|
|
|
m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
|
|
void CHandGrenade::Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/w_grenade.mdl");
|
|
PRECACHE_MODEL("models/v_grenade.mdl");
|
|
PRECACHE_MODEL("models/p_grenade.mdl");
|
|
}
|
|
|
|
int CHandGrenade::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "Hand Grenade";
|
|
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
|
|
p->pszAmmo2 = NULL;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
p->iSlot = 4;
|
|
p->iPosition = 0;
|
|
p->iId = m_iId = WEAPON_HANDGRENADE;
|
|
p->iWeight = HANDGRENADE_WEIGHT;
|
|
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
BOOL CHandGrenade::Deploy( )
|
|
{
|
|
m_flReleaseThrow = -1;
|
|
return DefaultDeploy( "models/v_grenade.mdl", "models/p_grenade.mdl", HANDGRENADE_DRAW, "crowbar" );
|
|
}
|
|
|
|
BOOL CHandGrenade::CanHolster( void )
|
|
{
|
|
// can only holster hand grenades when not primed!
|
|
return ( m_flStartThrow == 0 );
|
|
}
|
|
|
|
void CHandGrenade::Holster( int skiplocal /* = 0 */ )
|
|
{
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
|
{
|
|
SendWeaponAnim( HANDGRENADE_HOLSTER );
|
|
}
|
|
else
|
|
{
|
|
// no more grenades!
|
|
m_pPlayer->pev->weapons &= ~(1<<WEAPON_HANDGRENADE);
|
|
SetThink( &CHandGrenade::DestroyItem );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
|
|
}
|
|
|
|
void CHandGrenade::PrimaryAttack()
|
|
{
|
|
if ( !m_flStartThrow && m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] > 0 )
|
|
{
|
|
m_flStartThrow = gpGlobals->time;
|
|
m_flReleaseThrow = 0;
|
|
|
|
SendWeaponAnim( HANDGRENADE_PINPULL );
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
|
}
|
|
}
|
|
|
|
|
|
void CHandGrenade::WeaponIdle( void )
|
|
{
|
|
if ( m_flReleaseThrow == 0 && m_flStartThrow )
|
|
m_flReleaseThrow = gpGlobals->time;
|
|
|
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
return;
|
|
|
|
if ( m_flStartThrow )
|
|
{
|
|
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
|
|
|
if ( angThrow.x < 0 )
|
|
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
|
|
else
|
|
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
|
|
|
float flVel = ( 90 - angThrow.x ) * 4;
|
|
if ( flVel > 500 )
|
|
flVel = 500;
|
|
|
|
UTIL_MakeVectors( angThrow );
|
|
|
|
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
|
|
|
|
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
|
|
|
|
// alway explode 3 seconds after the pin was pulled
|
|
float time = m_flStartThrow - gpGlobals->time + 3.0;
|
|
if (time < 0)
|
|
time = 0;
|
|
|
|
CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
|
|
|
|
if ( flVel < 500 )
|
|
{
|
|
SendWeaponAnim( HANDGRENADE_THROW1 );
|
|
}
|
|
else if ( flVel < 1000 )
|
|
{
|
|
SendWeaponAnim( HANDGRENADE_THROW2 );
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim( HANDGRENADE_THROW3 );
|
|
}
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
m_flReleaseThrow = 0;
|
|
m_flStartThrow = 0;
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--;
|
|
|
|
if ( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
|
{
|
|
// just threw last grenade
|
|
// set attack times in the future, and weapon idle in the future so we can see the whole throw
|
|
// animation, weapon idle will automatically retire the weapon for us.
|
|
m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;// ensure that the animation can finish playing
|
|
}
|
|
return;
|
|
}
|
|
else if ( m_flReleaseThrow > 0 )
|
|
{
|
|
// we've finished the throw, restart.
|
|
m_flStartThrow = 0;
|
|
|
|
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
|
{
|
|
SendWeaponAnim( HANDGRENADE_DRAW );
|
|
}
|
|
else
|
|
{
|
|
RetireWeapon();
|
|
return;
|
|
}
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
m_flReleaseThrow = -1;
|
|
return;
|
|
}
|
|
|
|
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
{
|
|
int iAnim;
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
if (flRand <= 0.75)
|
|
{
|
|
iAnim = HANDGRENADE_IDLE;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
|
|
}
|
|
else
|
|
{
|
|
iAnim = HANDGRENADE_FIDGET;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0;
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|