etqw-sdk/base/script/weapons/grenade.script

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2008-05-29 00:00:00 +00:00
/***********************************************************************
weapon_grenade.script
***********************************************************************/
#define GRENADE_MINRELEASETIME 0.05
#define GRENADE_QUICKTHROWTIME 0.2
#define GRENADE_MINPOWER 0.25
#define GRENADE_MAXPOWER 1.5
object weapon_grenade : weapon_base {
void preinit();
void init();
void destroy();
void Idle();
void Fire();
void OwnerDied();
void ToolTipThread_Raise();
float powerMultiplier;
float throwQuick;
float throwNormal;
float fuseStart;
boolean allowAltFire;
boolean rollAltFire;
float currentMode;
boolean cancelFire;
void vCancelFire() { cancelFire = true; }
boolean AllowSprint();
entity projectile;
//mal: gonna need this to get the times on grenades.
float GetFuseStart() { return fuseStart; }
}
void weapon_grenade::preinit() {
powerMultiplier = 200;
fuseStart = -1;
allowAltFire = getIntKey( "allow_alt_fire" );
rollAltFire = getIntKey( "roll_alt_fire" );
idleEffectOn = false;
}
void weapon_grenade::init() {
throwQuick = getFloatKeyWithDefault( "throw_quick", 0.2f );
throwNormal = getFloatKeyWithDefault( "throw_normal", 0.2f );
ShowUseCount();
if ( myPlayer.isLocalPlayer() ) {
thread ToolTipThread_Raise();
}
weaponState( "Raise", 0 );
}
void weapon_grenade::destroy() {
HideUseCount();
stopAllEffects();
if ( myPlayer != $null_entity ) {
myPlayer.freeze( false );
}
}
void weapon_grenade::Idle() {
myPlayer.freeze( false );
fuseStart = -1;
StartIdleEffect();
weaponReady();
playCycle( ANIMCHANNEL_ALL, "idle" );
while( 1 ) {
if ( WEAPON_LOWERWEAPON ) {
weaponState( "Lower", 4 );
}
if ( ( ammoAvailable( 0 ) > ammoInClip( 0 ) ) && ( ammoInClip( 0 ) < clipSize( 0 ) ) ) {
addToClip( 0, 1 );
}
if ( ammoInClip( 0 ) != 0 ) {
if ( WEAPON_ATTACK ) {
myPlayer.disableSprint( 1.f );
if ( sys.getTime() > reFire ) {
StopIdleEffect();
playEffect( "fx_fire", "joint2", 0 );
currentMode = 0;
weaponState( "Fire", 4 );
}
} else if ( allowAltFire && WEAPON_ALTFIRE ) {
myPlayer.disableSprint( 1.f );
if ( sys.getTime() > reFire ) {
StopIdleEffect();
playEffect( "fx_fire", "joint2", 0 );
currentMode = 1;
weaponState( "Fire", 4 );
}
}
}
if ( AllowSprint() ) {
myPlayer.disableSprint( 0.f );
if ( myPlayer.AI_SPRINT ) {
StopIdleEffect();
weaponState( "Sprint", 4 );
}
} else {
myPlayer.disableSprint( 1.f );
}
UpdateCharge();
sys.waitFrame();
}
}
void weapon_grenade::Fire() {
string animStart, animQuickThrow, animThrow;
float fuse;
float fuseEnd;
float currentTime;
float timeHeld;
float power;
cancelFire = false;
if ( myPlayer.AI_PRONE ) {
myPlayer.freeze( true );
}
if ( currentMode == 0 ) {
animStart = "throw_start";
animQuickThrow = "throw_quick";
animThrow = "throw";
} else {
animStart = "alt_throw_start";
animQuickThrow = "alt_throw_quick";
animThrow = "alt_throw";
}
playAnim( ANIMCHANNEL_ALL, animStart );
fuse = 4.f;
if ( ShouldRunGuis() ) {
startSound( "snd_grenade_timer", SND_WEAPON_SIG );
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponGrenadeExpireTime", 0 ); // make sure to override any previous grenades
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponGrenadeExpireTime", fuse );
}
currentTime = sys.getTime();
fuseStart = currentTime;
fuseEnd = currentTime + fuse;
if ( currentMode == 0 ) {
while( currentTime < fuseEnd ) {
if ( ( currentTime > fuseStart + GRENADE_MINRELEASETIME ) && !WEAPON_ATTACK ) {
break;
}
sys.waitFrame();
currentTime = sys.getTime();
}
} else {
while( currentTime < fuseEnd ) {
if ( ( currentTime > fuseStart + GRENADE_MINRELEASETIME ) && !WEAPON_ALTFIRE ) {
break;
}
sys.waitFrame();
currentTime = sys.getTime();
}
}
timeHeld = sys.getTime() - fuseStart;
power = timeHeld + GRENADE_MINPOWER;
if ( power > GRENADE_MAXPOWER ) {
power = GRENADE_MAXPOWER;
}
if ( timeHeld < GRENADE_QUICKTHROWTIME ) {
playAnim( ANIMCHANNEL_ALL, animQuickThrow );
sys.wait( throwQuick );
} else {
playAnim( ANIMCHANNEL_ALL, animThrow );
sys.wait( throwNormal );
}
if ( myPlayer == sys.getLocalPlayer() ) {
stopSound( SND_WEAPON_SIG );
}
if ( cancelFire ) {
myPlayer.freeze( false );
if ( ShouldRunGuis() ) {
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponGrenadeExpireTime", 0 );
}
if ( !ammoAvailable( 0 ) ) {
myPlayer.selectBestWeapon( false );
}
weaponState( "Idle", 4 );
}
startSound( "snd_fireinthehole", SND_PLAYER_VO );
if ( !sys.isClient() ) {
projectile = createProjectile( currentMode );
projectile.addOwner( getOwner() );
launchProjectiles( numProjectiles, currentMode, 0, sys.getTime() - fuseStart, power * powerMultiplier, 1.0 );
//vector newVelocity = projectile.getLinearVelocity() + myPlayer.getLinearVelocity();
vector newVelocity = projectile.getLinearVelocity();
if ( currentMode == 1 && rollAltFire ) {
newVelocity = newVelocity + getVectorKey( "roll_velocity" );
}
projectile.setLinearVelocity( newVelocity );
myPlayer.setPlayerGrenadeState( projectile, false ); //mal: let the bots know there is a grenade out there in the world!
}
UseAmmo( 0 );
reFire = sys.getTime() + fireRate;
fuseStart = -1;
waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );
if ( !ammoAvailable( 0 ) ) {
myPlayer.selectBestWeapon( false );
}
myPlayer.freeze( false );
weaponState( "Raise", 4 );
}
void weapon_grenade::OwnerDied() {
float timeHeld;
if ( fuseStart != -1 ) {
if ( !sys.isClient() ) {
timeHeld = sys.getTime() - fuseStart;
entity projectile = createProjectile( currentMode );
projectile.addOwner( getOwner() );
// allow grenade to drop
launchProjectiles( numProjectiles, currentMode, 0, timeHeld, 0, 1.0 );
myPlayer.setPlayerGrenadeState( projectile, false ); //mal: let the bots know there is a grenade out there in the world!
projectile.setLinearVelocity( g_vectorZero );
UseAmmo( 0 );
}
fuseStart = -1;
}
}
void weapon_grenade::ToolTipThread_Raise() {
sys.wait( myPlayer.CalcTooltipWait() );
while ( myPlayer.isSinglePlayerToolTipPlaying() ) {
sys.wait( 1.0f );
}
myPlayer.cancelToolTips();
WAIT_FOR_TOOLTIP;
myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_1" ) ) );
WAIT_FOR_TOOLTIP;
myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_2" ) ) );
}
boolean weapon_grenade::AllowSprint() {
return sys.getTime() > reFire;
}