summaryrefslogtreecommitdiff
path: root/game/shared/tf2/weapon_combat_plasma_grenade_launcher.cpp
blob: 17431ad81c8837771a178910470217c33c1ef74b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
//========= 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;
}