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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp')
-rw-r--r--game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp195
1 files changed, 195 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp b/game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp
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+++ b/game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Burst rifle & Shield combo
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "basetfplayer_shared.h"
+#include "weapon_combatshield.h"
+#include "weapon_combat_usedwithshieldbase.h"
+#include "in_buttons.h"
+#include "plasmaprojectile.h"
+
+#if !defined( CLIENT_DLL )
+
+#include "grenade_antipersonnel.h"
+
+#else
+
+#define CWeaponCombatPlasmaGrenadeLauncher C_WeaponCombatPlasmaGrenadeLauncher
+
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+// Damage CVars
+ConVar weapon_combat_plasmagrenadelauncher_damage( "weapon_combat_plasmagrenadelauncher_damage","40", FCVAR_REPLICATED, "Burst Rifle damage" );
+ConVar weapon_combat_plasmagrenadelauncher_radius( "weapon_combat_plasmagrenadelauncher_radius","100", FCVAR_REPLICATED, "Burst Rifle maximum range" );
+
+
+#define MAX_RIFLE_POWER 3.0
+#define RIFLE_CHARGE_TIME 2.0
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CWeaponCombatPlasmaGrenadeLauncher : public CWeaponCombatUsedWithShieldBase
+{
+ DECLARE_CLASS( CWeaponCombatPlasmaGrenadeLauncher, CWeaponCombatUsedWithShieldBase );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponCombatPlasmaGrenadeLauncher();
+
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual float GetFireRate( void );
+ virtual void Precache( void );
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+#if defined( CLIENT_DLL )
+ virtual bool ShouldPredict( void )
+ {
+ if ( GetOwner() &&
+ GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+ }
+#endif
+private:
+ CWeaponCombatPlasmaGrenadeLauncher( const CWeaponCombatPlasmaGrenadeLauncher & );
+
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatPlasmaGrenadeLauncher, DT_WeaponCombatPlasmaGrenadeLauncher )
+
+BEGIN_NETWORK_TABLE( CWeaponCombatPlasmaGrenadeLauncher, DT_WeaponCombatPlasmaGrenadeLauncher )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponCombatPlasmaGrenadeLauncher )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_combat_plasmagrenadelauncher, CWeaponCombatPlasmaGrenadeLauncher );
+PRECACHE_WEAPON_REGISTER(weapon_combat_plasmagrenadelauncher);
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CWeaponCombatPlasmaGrenadeLauncher::CWeaponCombatPlasmaGrenadeLauncher()
+{
+ m_bReloadsSingly = true;
+ SetPredictionEligible( true );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatPlasmaGrenadeLauncher::Precache( void )
+{
+ BaseClass::Precache();
+#if !defined( CLIENT_DLL )
+ UTIL_PrecacheOther( "grenade_antipersonnel" );
+#endif
+ PrecacheModel( "models/weapons/w_grenade.mdl" );
+}
+
+void CWeaponCombatPlasmaGrenadeLauncher::ItemPostFrame( void )
+{
+ CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
+ if (!pOwner)
+ return;
+
+ if ( UsesClipsForAmmo1() )
+ {
+ CheckReload();
+ }
+
+ // Handle firing
+ if ( GetShieldState() == SS_DOWN && !m_bInReload )
+ {
+ if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
+ {
+ if ( m_iClip1 > 0 )
+ {
+ // Fire the plasma shot
+ PrimaryAttack();
+ }
+ else
+ {
+ Reload();
+ }
+ }
+
+ // Reload button (or fire button when we're out of ammo)
+ if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ if ( pOwner->m_nButtons & IN_RELOAD )
+ {
+ Reload();
+ }
+ else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
+ {
+ if ( !m_iClip1 && HasPrimaryAmmo() )
+ {
+ Reload();
+ }
+ }
+ }
+ }
+
+ // Prevent shield post frame if we're not ready to attack, or we're charging
+ AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatPlasmaGrenadeLauncher::PrimaryAttack( void )
+{
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
+ if (!pPlayer)
+ return;
+
+ WeaponSound(SINGLE);
+
+ // Fire the bullets
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+
+ PlayAttackAnimation( GetPrimaryAttackActivity() );
+
+ // Launch the grenade
+ Vector vecForward;
+ pPlayer->EyeVectors( &vecForward );
+ Vector vecOrigin = pPlayer->EyePosition();
+ vecOrigin += (vecForward);
+
+#if !defined( CLIENT_DLL )
+ float flSpeed = 1200;
+
+ CGrenadeAntiPersonnel* pGrenade = CGrenadeAntiPersonnel::Create(vecOrigin, vecForward * flSpeed, pPlayer );
+ pGrenade->SetModel( "models/weapons/w_grenade.mdl" );
+ pGrenade->SetBounceSound( "PlasmaGrenade.Bounce" );
+ pGrenade->SetDamage( weapon_combat_plasmagrenadelauncher_damage.GetFloat() );
+ pGrenade->SetDamageRadius( weapon_combat_plasmagrenadelauncher_radius.GetFloat() );
+ pGrenade->SetExplodeOnContact( true );
+#endif
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
+ m_iClip1 = m_iClip1 - 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CWeaponCombatPlasmaGrenadeLauncher::GetFireRate( void )
+{
+ return SequenceDuration() * 3;
+}