summaryrefslogtreecommitdiff
path: root/game/shared/tf2/weapon_shieldgrenade.cpp
blob: a06d1a567d07ea53994491d8dc818af60a15e0e5 (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
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "weapon_combat_basegrenade.h"
#include "weapon_combatshield.h"
#include "in_buttons.h"

#if !defined( CLIENT_DLL )
#include "tf_shieldgrenade.h"
#else

#define CWeaponShieldGrenade C_WeaponShieldGrenade

#endif

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"


#define SHIELD_GRENADE_LIFETIME	10.0f		// 10 seconds

//-----------------------------------------------------------------------------
// The shield grenade weapon
//-----------------------------------------------------------------------------

class CWeaponShieldGrenade: public CWeaponCombatUsedWithShieldBase
{
	DECLARE_CLASS( CWeaponShieldGrenade, CWeaponCombatUsedWithShieldBase );
public:
	DECLARE_NETWORKCLASS();
	DECLARE_PREDICTABLE();

	CWeaponShieldGrenade();

	void	Spawn( void );
	void	ItemPostFrame( void );
	void	PrimaryAttack( void );
	void	ThrowGrenade( 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() == C_BasePlayer::GetLocalPlayer() )
			return true;

		return BaseClass::ShouldPredict();
	}
#endif
private:
	// A hack to work around missing animation feature
	float	m_flStartedThrowAt;

private:														
	CWeaponShieldGrenade( const CWeaponShieldGrenade & );
};

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShieldGrenade, DT_WeaponShieldGrenade )

BEGIN_NETWORK_TABLE( CWeaponShieldGrenade, DT_WeaponShieldGrenade )
END_NETWORK_TABLE()

LINK_ENTITY_TO_CLASS( weapon_shield_grenade, CWeaponShieldGrenade );
PRECACHE_WEAPON_REGISTER(weapon_shield_grenade);

BEGIN_PREDICTION_DATA( CWeaponShieldGrenade )
	DEFINE_FIELD( m_flStartedThrowAt, FIELD_FLOAT ),
END_PREDICTION_DATA();

CWeaponShieldGrenade::CWeaponShieldGrenade( void )
{
	SetPredictionEligible( true );
}

//-----------------------------------------------------------------------------
// Yeehaw
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::Spawn( void )
{
	BaseClass::Spawn();
    m_flStartedThrowAt = 0.0f;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
		return;

	// Look for button downs
	if ( (pOwner->m_nButtons & IN_ATTACK) && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
	{
		m_flStartedThrowAt = gpGlobals->curtime;

		SendWeaponAnim( ACT_VM_DRAW );
	}

	// Look for button ups
	if ( (pOwner->m_afButtonReleased & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && m_flStartedThrowAt )
	{
		m_flNextPrimaryAttack = gpGlobals->curtime;
		PrimaryAttack();
		m_flStartedThrowAt = 0;
	}

	//  No buttons down?
	if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
	{
		WeaponIdle( );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::PrimaryAttack( void )
{
	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
	if ( !pPlayer )
		return;

	if ( !ComputeEMPFireState() )
		return;

	if ( !GetPrimaryAmmo() )
		return;

	// player "shoot" animation
	PlayAttackAnimation( ACT_VM_THROW );

	ThrowGrenade();

	// Setup for refire
	m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
	CheckRemoveDisguise();

	// If I'm now out of ammo, switch away
	if ( !HasPrimaryAmmo() )
	{
		g_pGameRules->GetNextBestWeapon( pPlayer, NULL );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponShieldGrenade::ThrowGrenade( void )
{
	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
	if ( !pPlayer )
		return;

	BaseClass::WeaponSound(WPN_DOUBLE);

	// Calculate launch velocity (3 seconds for max distance)
	float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
	float flSpeed = 800 + (200 * flThrowTime);

	// If the player's crouched, roll the grenade
	if ( pPlayer->GetFlags() & FL_DUCKING )
	{
		// Launch the grenade
		Vector vecForward;
		QAngle vecAngles = pPlayer->EyeAngles();
		// Throw it up just a tad
		vecAngles.x = -1;
		AngleVectors( vecAngles, &vecForward, NULL, NULL);
		Vector vecOrigin;
		VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
		vecOrigin += (vecForward * 16);
		vecForward = vecForward * flSpeed;

		QAngle vecGrenAngles;
		vecGrenAngles.Init( 0, vecAngles.y, 0 );
#if !defined( CLIENT_DLL )
		CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
#endif
	}
	else
	{
		// Launch the grenade
		Vector vecForward;
		QAngle vecAngles = pPlayer->EyeAngles();
		AngleVectors( vecAngles, &vecForward, NULL, NULL);
		Vector vecOrigin = pPlayer->EyePosition();
		vecOrigin += (vecForward * 16);
		vecForward = vecForward * flSpeed;

		QAngle vecGrenAngles;
		vecGrenAngles.Init( 0, vecAngles.y, 0 );
#if !defined( CLIENT_DLL )
		CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
#endif
	}

	pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}