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463 lines
10 KiB
C++
463 lines
10 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHGrenade.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHGrenade.cpp,v $
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// Revision 1.6 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.5 2002/07/24 19:09:16 Flayra
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// - Linux issues
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//
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// Revision 1.4 2002/06/03 16:37:56 Flayra
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// - Added different deploy times (this should be refactored a bit more), refactored grenades
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//
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// Revision 1.3 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHMarineWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHMarineWeapons.h"
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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#endif
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#include "../dlls/util.h"
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LINK_ENTITY_TO_CLASS(kwGrenade, AvHGrenade);
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const int kGrenadeVelocity = 800;
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const int kGrenadeRollVelocity = 350;
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const float kGrenadeParentVelocityScalar = .4f;
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const float kGrenadeGravity = .8f;
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const float kGrenadeElasticity = 0.6f;
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const float kGrenadePrimeAnimationLength = 0.0f; //2.3f;
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const float kGrenadeThrowTimeBeforeRelease = .3f;
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const float kGrenadeThrowAnimationLength = 1.5f;
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BOOL AvHGrenade::Deploy()
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{
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// This has three values:
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// 0 means inactive
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// 1 means trigger throw
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// -1 means throw has been recently triggered
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m_flStartThrow = 0;
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// -1 means inactive
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// UTIL_TimeBase or higher means time to throw (>= 0)
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m_flReleaseThrow = -1;
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return AvHMarineWeapon::Deploy();
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}
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int AvHGrenade::GetBarrelLength() const
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{
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return kGRBarrelLength;
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}
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float AvHGrenade::GetRateOfFire() const
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{
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return kGrenadePrimeAnimationLength + kGrenadeThrowTimeBeforeRelease;
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}
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bool AvHGrenade::GetCanBeResupplied() const
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{
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return false;
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}
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void AvHGrenade::Init()
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{
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this->mRange = kGGRange;
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this->mDamage = BALANCE_VAR(kHandGrenadeDamage);
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}
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int AvHGrenade::GetDeployAnimation() const
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{
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return 5;
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}
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char* AvHGrenade::GetDeploySound() const
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{
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return kGRDeploySound;
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}
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float AvHGrenade::GetDeployTime() const
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{
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return AvHBasePlayerWeapon::GetDeployTime();
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}
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bool AvHGrenade::GetFiresUnderwater() const
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{
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return true;
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}
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char* AvHGrenade::GetHeavyViewModel() const
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{
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return kGRHVVModel;
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}
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int AvHGrenade::GetIdleAnimation() const
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{
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int theAnim = -1;
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if( m_flStartThrow == 0 && m_flReleaseThrow == -1)
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{
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theAnim = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 2);
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}
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return theAnim;
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}
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bool AvHGrenade::GetIsDroppable() const
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{
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return false;
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}
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BOOL AvHGrenade::GetIsWeaponPrimed() const
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{
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return false;
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}
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BOOL AvHGrenade::GetIsWeaponPriming() const
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{
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return false;
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}
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bool AvHGrenade::GetMustPressTriggerForEachShot() const
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{
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return false;
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}
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bool AvHGrenade::ShouldRollGrenade(void) const
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{
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// If player is crouched, roll grenade instead
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return (this->m_pPlayer && FBitSet(this->m_pPlayer->pev->flags, FL_DUCKING));
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}
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int AvHGrenade::GetShootAnimation() const
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{
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int theAnimation = 4;
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// If player is crouched, play roll animation
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if(this->ShouldRollGrenade())
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{
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theAnimation = 7;
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}
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return theAnimation;
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}
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char* AvHGrenade::GetPlayerModel() const
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{
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return kGRPModel;
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}
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int AvHGrenade::GetPrimeAnimation() const
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{
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int theAnimation = 3;
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// If player is crouched, play roll animation
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if(this->m_pPlayer && FBitSet(this->m_pPlayer->pev->flags, FL_DUCKING))
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{
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theAnimation = 6;
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}
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return theAnimation;
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}
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char* AvHGrenade::GetPrimeSound() const
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{
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return kGRPrimeSound;
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}
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char* AvHGrenade::GetViewModel() const
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{
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return kGRVModel;
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}
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char* AvHGrenade::GetWorldModel() const
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{
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return kGRWModel;
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}
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void AvHGrenade::Holster(int skiplocal)
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{
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// Important that this goes first to avoid infinite recursion when removing
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// the item from the player.
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AvHMarineWeapon::Holster(skiplocal);
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m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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if(!this->m_iClip)
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{
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SetThink(&AvHGrenade::DestroyItem);
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this->pev->nextthink = gpGlobals->time + 0.1f;
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}
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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}
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BOOL AvHGrenade::IsUseable(void)
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{
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// TODO:
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return TRUE;
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}
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void AvHGrenade::PrimaryAttack(void)
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{
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if (this->ProcessValidAttack())
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{
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if (!this->mAttackButtonDownLastFrame)
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{
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this->PlaybackEvent(this->mStartEvent);
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this->mAttackButtonDownLastFrame = true;
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}
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if (m_flStartThrow == 0)
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{
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m_flStartThrow = 1;
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this->PlaybackEvent(this->mEvent, this->GetPrimeAnimation());
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// Set the animation and sound.
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this->m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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this->m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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this->m_pPlayer->SetAnimation(PLAYER_PRIME);
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// Don't idle/fire until we've finished prime animation
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kGrenadePrimeAnimationLength;
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}
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}
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else
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{
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int a = 0;
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}
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}
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void AvHGrenade::FireProjectiles(void)
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{
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}
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int AvHGrenade::GetEmptyShootAnimation() const
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{
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return -1;
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}
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float AvHGrenade::GetWeaponPrimeTime() const
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{
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return BALANCE_VAR(kHandGrenadePrimeTime);
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}
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BOOL AvHGrenade::PlayEmptySound()
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{
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// None
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return 0;
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}
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void AvHGrenade::Precache(void)
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kGRFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kGRDeploySound);
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PRECACHE_UNMODIFIED_SOUND(kGRExplodeSound);
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PRECACHE_UNMODIFIED_SOUND(kGRHitSound);
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this->mEvent = PRECACHE_EVENT(1, kGREventName);
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}
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bool AvHGrenade::Resupply()
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{
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return false;
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}
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void AvHGrenade::SetNextIdle(void)
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{
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// Idle is treated specially for grenade
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if( m_flStartThrow == 0 && m_flReleaseThrow == -1)
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{
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AvHMarineWeapon::SetNextIdle();
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}
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}
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void AvHGrenade::Spawn()
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{
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AvHMarineWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_GRENADE;
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this->m_iDefaultAmmo = BALANCE_VAR(kHandGrenadeMaxAmmo);
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsGrenade);
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SET_MODEL(ENT(this->pev), kGRWModel);
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FallInit();// get ready to fall down.
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}
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bool AvHGrenade::UsesAmmo(void) const
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{
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return true;
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}
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BOOL AvHGrenade::UseDecrement(void)
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{
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return true;
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}
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void AvHGrenade::CreateProjectile()
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{
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#ifdef AVH_SERVER
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// Set position and velocity like we do in client event
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vec3_t theStartPosition;
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle + this->m_pPlayer->pev->punchangle);
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VectorMA(this->m_pPlayer->GetGunPosition(), kGRBarrelLength, gpGlobals->v_forward, theStartPosition);
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// Offset it to the right a bit, so it emanates from your hand instead of the center of your body
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VectorMA(theStartPosition, 5, gpGlobals->v_right, theStartPosition);
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VectorMA(theStartPosition, 8, gpGlobals->v_up, theStartPosition);
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// Inherit player velocity for extra skill and finesse
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Vector theVelocity;
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Vector theInheritedVelocity;
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VectorScale(this->m_pPlayer->pev->velocity, kGrenadeParentVelocityScalar, theInheritedVelocity);
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if(!this->ShouldRollGrenade())
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{
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VectorMA(theInheritedVelocity, kGrenadeVelocity, gpGlobals->v_forward, theVelocity);
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}
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else
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{
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Vector theTossVelocity(0, 0, 40);
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VectorAdd(theInheritedVelocity, theTossVelocity, theInheritedVelocity);
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VectorMA(theInheritedVelocity, kGrenadeRollVelocity, gpGlobals->v_forward, theVelocity);
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}
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// How to handle this? Only generate entity on server, but we should do SOMETHING on the client, no?
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CGrenade* theGrenade = AvHSUShootServerGrenade(this->m_pPlayer->pev, theStartPosition, theVelocity, BALANCE_VAR(kHandGrenDetonateTime), true);
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ASSERT(theGrenade);
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theGrenade->pev->dmg = this->mDamage;
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// Make the grenade not very bouncy
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theGrenade->pev->gravity = kGrenadeGravity;
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theGrenade->pev->friction = 1 - kGrenadeElasticity;
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SET_MODEL(ENT(theGrenade->pev), this->GetWorldModel());
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theGrenade->pev->avelocity.x = RANDOM_LONG(-300, -200);
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// Rotate the grenade to the orientation it would be if it was thrown.
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VectorCopy(m_pPlayer->pev->angles, theGrenade->pev->angles);
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theGrenade->pev->angles[1] += 100;
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#endif
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}
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void AvHGrenade::ItemPostFrame(void)
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{
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AvHMarineWeapon::ItemPostFrame();
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float theTimeBase = UTIL_WeaponTimeBase();
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if(this->m_flReleaseThrow > theTimeBase)
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{
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float theClientTimePassedThisTick = this->GetTimePassedThisTick();
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this->m_flReleaseThrow = max(this->m_flReleaseThrow - theClientTimePassedThisTick, theTimeBase);
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}
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}
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void AvHGrenade::WeaponIdle()
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{
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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{
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return;
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}
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if (m_flStartThrow == 1)
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{
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// Throw it
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this->PlaybackEvent(this->mEvent, GetShootAnimation());
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// Set the animation and sound.
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this->m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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this->m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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this->m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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// Set time to shoot projectile, so it looks right with throw animation
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float theTimeToCreateGrenade = UTIL_WeaponTimeBase() + kGrenadeThrowTimeBeforeRelease;
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m_flReleaseThrow = theTimeToCreateGrenade;
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m_flStartThrow = -1;
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}
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else if ((m_flStartThrow == -1) && (m_flReleaseThrow == UTIL_WeaponTimeBase()))
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{
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this->CreateProjectile();
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this->DeductCostForShot();
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// Finish throw animation
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float theAnimationEnd = UTIL_WeaponTimeBase() + kGrenadeThrowAnimationLength;
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m_flNextSecondaryAttack = theAnimationEnd;
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m_flNextPrimaryAttack = theAnimationEnd;
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m_flTimeWeaponIdle = theAnimationEnd;
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// We've finished the throw, don't do it again (set both inactive)
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m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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}
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else
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{
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AvHMarineWeapon::WeaponIdle();
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if(!this->m_iClip)
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{
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this->m_pPlayer->SelectLastItem();
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}
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}
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}
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