diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/weapon_molotov.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/weapon_molotov.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_molotov.cpp | 904 |
1 files changed, 452 insertions, 452 deletions
diff --git a/mp/src/game/server/hl2/weapon_molotov.cpp b/mp/src/game/server/hl2/weapon_molotov.cpp index 3ecae6a6..a1b6e2e1 100644 --- a/mp/src/game/server/hl2/weapon_molotov.cpp +++ b/mp/src/game/server/hl2/weapon_molotov.cpp @@ -1,453 +1,453 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: This is the molotov weapon
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "npcevent.h"
-#include "basehlcombatweapon.h"
-#include "basecombatcharacter.h"
-#include "ai_basenpc.h"
-#include "AI_Memory.h"
-#include "player.h"
-#include "gamerules.h" // For g_pGameRules
-#include "weapon_molotov.h"
-#include "grenade_molotov.h"
-#include "in_buttons.h"
-#include "game.h"
-#include "vstdlib/random.h"
-#include "movevars_shared.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-BEGIN_DATADESC( CWeaponMolotov )
-
- DEFINE_FIELD( m_nNumAmmoTypes, FIELD_INTEGER ),
- DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ),
- DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ),
- DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
-
- // Function Pointers
- DEFINE_FUNCTION( MolotovTouch ),
-
-END_DATADESC()
-
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponMolotov, DT_WeaponMolotov)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_molotov, CWeaponMolotov );
-PRECACHE_WEAPON_REGISTER(weapon_molotov);
-
-acttable_t CWeaponMolotov::m_acttable[] =
-{
- { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
-};
-IMPLEMENT_ACTTABLE(CWeaponMolotov);
-
-
-void CWeaponMolotov::Precache( void )
-{
- PrecacheModel("models/props_junk/w_garb_beerbottle.mdl"); //<<TEMP>> need real model
- BaseClass::Precache();
-}
-
-void CWeaponMolotov::Spawn( void )
-{
- // Call base class first
- BaseClass::Spawn();
-
- m_bNeedDraw = true;
-
- SetModel( GetWorldModel() );
- UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Override to use molotovs pickup touch function
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CWeaponMolotov::SetPickupTouch( void )
-{
- SetTouch(MolotovTouch);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override so give correct ammo
-// Input : pOther - the entity that touched me
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::MolotovTouch( CBaseEntity *pOther )
-{
- // ---------------------------------------------------
- // First give weapon to touching entity if allowed
- // ---------------------------------------------------
- BaseClass::DefaultTouch(pOther);
-
- // ----------------------------------------------------
- // Give molotov ammo if touching client
- // ----------------------------------------------------
- if (pOther->GetFlags() & FL_CLIENT)
- {
- // ------------------------------------------------
- // If already owned weapon of this type remove me
- // ------------------------------------------------
- CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
- CWeaponMolotov* oldWeapon = (CWeaponMolotov*)pBCC->Weapon_OwnsThisType( GetClassname() );
- if (oldWeapon != this)
- {
- UTIL_Remove( this );
- }
- else
- {
- pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
- SetThink (NULL);
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Gets event from anim stream and throws the object
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
-{
- switch( pEvent->event )
- {
- case EVENT_WEAPON_THROW:
- {
- CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
- if (!pNPC)
- {
- return;
- }
-
- CBaseEntity *pEnemy = pNPC->GetEnemy();
- if (!pEnemy)
- {
- return;
- }
-
- Vector vec_target = pNPC->GetEnemyLKP();
-
- // -----------------------------------------------------
- // Get position of throw
- // -----------------------------------------------------
- // If owner has a hand, set position to the hand bone position
- Vector launchPos;
- int iBIndex = pNPC->LookupBone("Bip01 R Hand");
- if (iBIndex != -1)
- {
- Vector origin;
- QAngle angles;
- pNPC->GetBonePosition( iBIndex, launchPos, angles);
- }
- // Otherwise just set to in front of the owner
- else
- {
- Vector vFacingDir = pNPC->BodyDirection2D( );
- vFacingDir = vFacingDir * 60.0;
- launchPos = pNPC->GetAbsOrigin()+vFacingDir;
- }
-
-
- //Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 );
-
- ThrowMolotov( launchPos, m_vecTossVelocity);
-
- // Drop the weapon and remove as no more ammo
- pNPC->Weapon_Drop( this );
- UTIL_Remove( this );
- }
- break;
- default:
- BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
- break;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-bool CWeaponMolotov::ObjectInWay( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return false;
- }
-
- Vector vecSrc = pOwner->Weapon_ShootPosition( );
- Vector vecAiming = pOwner->BodyDirection2D( );
-
- trace_t tr;
-
- Vector vecEnd = vecSrc + (vecAiming * 32);
- UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
-
- if (tr.fraction < 1.0)
- {
- // Don't block on a living creature
- if (tr.m_pEnt)
- {
- CBaseEntity *pEntity = tr.m_pEnt;
- CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
- if (pBCC)
- {
- return false;
- }
- }
- return true;
- }
- else
- {
- return false;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override to allow throw w/o LOS
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-bool CWeaponMolotov::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions)
-{
- // <<TODO>> should test if can throw from present location here...
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override to check throw
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-int CWeaponMolotov::WeaponRangeAttack1Condition( float flDot, float flDist )
-{
- // If things haven't changed too much since last time
- // just return that previously calculated value
- if (gpGlobals->curtime < m_fNextThrowCheck )
- {
- return m_iThrowBits;
- }
-
- if ( flDist < m_fMinRange1) {
- m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
- }
- else if (flDist > m_fMaxRange1) {
- m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
- }
- else if (flDot < 0.5) {
- m_iThrowBits = COND_NOT_FACING_ATTACK;
- }
-
- // If moving, can't throw.
- else if ( m_flGroundSpeed != 0 )
- {
- m_iThrowBits = COND_NONE;
- }
- else {
- // Ok we should check again as some time has passed
- // This function is only used by NPC's so we can cast to a Base Monster
- CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
- CBaseEntity *pEnemy = pNPC->GetEnemy();
-
- if (!pEnemy)
- {
- m_iThrowBits = COND_NONE;
- }
- // Get Enemy Position
- Vector vecTarget;
- pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
-
- // Get Toss Vector
- Vector throwStart = pNPC->Weapon_ShootPosition();
- Vector vecToss;
- CBaseEntity* pBlocker = NULL;
- float throwDist = (throwStart - vecTarget).Length();
- float fGravity = GetCurrentGravity();
- float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);
-
- // If I can make the throw (or most of the throw)
- if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
- {
- m_vecTossVelocity = vecToss;
- m_iThrowBits = COND_CAN_RANGE_ATTACK1;
-
- }
- else
- {
- m_iThrowBits = COND_NONE;
- }
-
- }
- // don't check again for a while.
- m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.
-
- return m_iThrowBits;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity)
-{
- CGrenade_Molotov *pMolotov = (CGrenade_Molotov*)Create( "grenade_molotov", vecSrc, vec3_angle, GetOwner() );
-
- if (!pMolotov)
- {
- Msg("Couldn't make molotov!\n");
- return;
- }
- pMolotov->SetAbsVelocity( vecVelocity );
-
- // Tumble through the air
- QAngle angVel( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) );
- pMolotov->SetLocalAngularVelocity( angVel );
-
- pMolotov->SetThrower( GetOwner() );
- pMolotov->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::PrimaryAttack( void )
-{
-
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
-
- if (!pPlayer)
- {
- return;
- }
-
- Vector vecSrc = pPlayer->WorldSpaceCenter();
- Vector vecFacing = pPlayer->BodyDirection3D( );
- vecSrc = vecSrc + vecFacing * 18.0;
- // BUGBUG: is this some hack because it's not at the eye position????
- vecSrc.z += 24.0f;
-
- // Player may have turned to face a wall during the throw anim in which case
- // we don't want to throw the SLAM into the wall
- if (ObjectInWay())
- {
- vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
- }
-
- Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
- vecAiming.z += 0.20; // Raise up so passes through reticle
-
- ThrowMolotov(vecSrc, vecAiming*800);
- pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
-
-
- // Don't fire again until fire animation has completed
- //m_flNextPrimaryAttack = gpGlobals->curtime + CurSequenceDuration();
- //<<TEMP>> - till real animation is avaible
- m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
- m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
-
- m_bNeedDraw = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::SecondaryAttack( void )
-{
- //<<TEMP>>
- // Hmmm... what should I do here?
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::DrawAmmo( void )
-{
- // -------------------------------------------
- // Make sure I have ammo of the current type
- // -------------------------------------------
- CBaseCombatCharacter *pOwner = GetOwner();
- if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <=0)
- {
- pOwner->Weapon_Drop( this );
- UTIL_Remove(this);
- return;
- }
- Msg("Drawing Molotov...\n");
- m_bNeedDraw = false;
-
- //<<TEMP>> - till real animation is avaible
- m_flNextPrimaryAttack = gpGlobals->curtime + 2.0;
- m_flNextSecondaryAttack = gpGlobals->curtime + 2.0;
-
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override so shotgun can do mulitple reloads in a row
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponMolotov::ItemPostFrame( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if (!pOwner)
- {
- return;
- }
-
-
- if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
- {
- SecondaryAttack();
- }
- else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
- {
- // Uses secondary ammo only
- if (pOwner->GetAmmoCount(m_iSecondaryAmmoType))
- {
- PrimaryAttack();
- }
- }
- else if (m_bNeedDraw)
- {
- DrawAmmo();
- }
- else
- {
- WeaponIdle( );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CWeaponMolotov::CWeaponMolotov( void )
-{
-#ifdef _DEBUG
- m_vecTossVelocity.Init();
-#endif
-
- m_fMinRange1 = 200;
- m_fMaxRange1 = 1000;
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: This is the molotov weapon +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "basehlcombatweapon.h" +#include "basecombatcharacter.h" +#include "ai_basenpc.h" +#include "AI_Memory.h" +#include "player.h" +#include "gamerules.h" // For g_pGameRules +#include "weapon_molotov.h" +#include "grenade_molotov.h" +#include "in_buttons.h" +#include "game.h" +#include "vstdlib/random.h" +#include "movevars_shared.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CWeaponMolotov ) + + DEFINE_FIELD( m_nNumAmmoTypes, FIELD_INTEGER ), + DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ), + DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ), + DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ), + DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ), + + // Function Pointers + DEFINE_FUNCTION( MolotovTouch ), + +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST(CWeaponMolotov, DT_WeaponMolotov) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_molotov, CWeaponMolotov ); +PRECACHE_WEAPON_REGISTER(weapon_molotov); + +acttable_t CWeaponMolotov::m_acttable[] = +{ + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true }, +}; +IMPLEMENT_ACTTABLE(CWeaponMolotov); + + +void CWeaponMolotov::Precache( void ) +{ + PrecacheModel("models/props_junk/w_garb_beerbottle.mdl"); //<<TEMP>> need real model + BaseClass::Precache(); +} + +void CWeaponMolotov::Spawn( void ) +{ + // Call base class first + BaseClass::Spawn(); + + m_bNeedDraw = true; + + SetModel( GetWorldModel() ); + UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2)); +} + +//------------------------------------------------------------------------------ +// Purpose : Override to use molotovs pickup touch function +// Input : +// Output : +//------------------------------------------------------------------------------ +void CWeaponMolotov::SetPickupTouch( void ) +{ + SetTouch(MolotovTouch); +} + +//----------------------------------------------------------------------------- +// Purpose: Override so give correct ammo +// Input : pOther - the entity that touched me +// Output : +//----------------------------------------------------------------------------- +void CWeaponMolotov::MolotovTouch( CBaseEntity *pOther ) +{ + // --------------------------------------------------- + // First give weapon to touching entity if allowed + // --------------------------------------------------- + BaseClass::DefaultTouch(pOther); + + // ---------------------------------------------------- + // Give molotov ammo if touching client + // ---------------------------------------------------- + if (pOther->GetFlags() & FL_CLIENT) + { + // ------------------------------------------------ + // If already owned weapon of this type remove me + // ------------------------------------------------ + CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther ); + CWeaponMolotov* oldWeapon = (CWeaponMolotov*)pBCC->Weapon_OwnsThisType( GetClassname() ); + if (oldWeapon != this) + { + UTIL_Remove( this ); + } + else + { + pBCC->GiveAmmo( 1, m_iSecondaryAmmoType ); + SetThink (NULL); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Gets event from anim stream and throws the object +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch( pEvent->event ) + { + case EVENT_WEAPON_THROW: + { + CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); + if (!pNPC) + { + return; + } + + CBaseEntity *pEnemy = pNPC->GetEnemy(); + if (!pEnemy) + { + return; + } + + Vector vec_target = pNPC->GetEnemyLKP(); + + // ----------------------------------------------------- + // Get position of throw + // ----------------------------------------------------- + // If owner has a hand, set position to the hand bone position + Vector launchPos; + int iBIndex = pNPC->LookupBone("Bip01 R Hand"); + if (iBIndex != -1) + { + Vector origin; + QAngle angles; + pNPC->GetBonePosition( iBIndex, launchPos, angles); + } + // Otherwise just set to in front of the owner + else + { + Vector vFacingDir = pNPC->BodyDirection2D( ); + vFacingDir = vFacingDir * 60.0; + launchPos = pNPC->GetAbsOrigin()+vFacingDir; + } + + + //Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 ); + + ThrowMolotov( launchPos, m_vecTossVelocity); + + // Drop the weapon and remove as no more ammo + pNPC->Weapon_Drop( this ); + UTIL_Remove( this ); + } + break; + default: + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CWeaponMolotov::ObjectInWay( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return false; + } + + Vector vecSrc = pOwner->Weapon_ShootPosition( ); + Vector vecAiming = pOwner->BodyDirection2D( ); + + trace_t tr; + + Vector vecEnd = vecSrc + (vecAiming * 32); + UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); + + if (tr.fraction < 1.0) + { + // Don't block on a living creature + if (tr.m_pEnt) + { + CBaseEntity *pEntity = tr.m_pEnt; + CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity ); + if (pBCC) + { + return false; + } + } + return true; + } + else + { + return false; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Override to allow throw w/o LOS +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CWeaponMolotov::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions) +{ + // <<TODO>> should test if can throw from present location here... + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Override to check throw +// Input : +// Output : +//----------------------------------------------------------------------------- +int CWeaponMolotov::WeaponRangeAttack1Condition( float flDot, float flDist ) +{ + // If things haven't changed too much since last time + // just return that previously calculated value + if (gpGlobals->curtime < m_fNextThrowCheck ) + { + return m_iThrowBits; + } + + if ( flDist < m_fMinRange1) { + m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK; + } + else if (flDist > m_fMaxRange1) { + m_iThrowBits = COND_TOO_FAR_TO_ATTACK; + } + else if (flDot < 0.5) { + m_iThrowBits = COND_NOT_FACING_ATTACK; + } + + // If moving, can't throw. + else if ( m_flGroundSpeed != 0 ) + { + m_iThrowBits = COND_NONE; + } + else { + // Ok we should check again as some time has passed + // This function is only used by NPC's so we can cast to a Base Monster + CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); + CBaseEntity *pEnemy = pNPC->GetEnemy(); + + if (!pEnemy) + { + m_iThrowBits = COND_NONE; + } + // Get Enemy Position + Vector vecTarget; + pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget ); + + // Get Toss Vector + Vector throwStart = pNPC->Weapon_ShootPosition(); + Vector vecToss; + CBaseEntity* pBlocker = NULL; + float throwDist = (throwStart - vecTarget).Length(); + float fGravity = GetCurrentGravity(); + float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker); + + // If I can make the throw (or most of the throw) + if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist)) + { + m_vecTossVelocity = vecToss; + m_iThrowBits = COND_CAN_RANGE_ATTACK1; + + } + else + { + m_iThrowBits = COND_NONE; + } + + } + // don't check again for a while. + m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second. + + return m_iThrowBits; +} + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +void CWeaponMolotov::ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity) +{ + CGrenade_Molotov *pMolotov = (CGrenade_Molotov*)Create( "grenade_molotov", vecSrc, vec3_angle, GetOwner() ); + + if (!pMolotov) + { + Msg("Couldn't make molotov!\n"); + return; + } + pMolotov->SetAbsVelocity( vecVelocity ); + + // Tumble through the air + QAngle angVel( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) ); + pMolotov->SetLocalAngularVelocity( angVel ); + + pMolotov->SetThrower( GetOwner() ); + pMolotov->SetOwnerEntity( ((CBaseEntity*)GetOwner()) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +void CWeaponMolotov::PrimaryAttack( void ) +{ + + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if (!pPlayer) + { + return; + } + + Vector vecSrc = pPlayer->WorldSpaceCenter(); + Vector vecFacing = pPlayer->BodyDirection3D( ); + vecSrc = vecSrc + vecFacing * 18.0; + // BUGBUG: is this some hack because it's not at the eye position???? + vecSrc.z += 24.0f; + + // Player may have turned to face a wall during the throw anim in which case + // we don't want to throw the SLAM into the wall + if (ObjectInWay()) + { + vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0; + } + + Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); + vecAiming.z += 0.20; // Raise up so passes through reticle + + ThrowMolotov(vecSrc, vecAiming*800); + pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); + + + // Don't fire again until fire animation has completed + //m_flNextPrimaryAttack = gpGlobals->curtime + CurSequenceDuration(); + //<<TEMP>> - till real animation is avaible + m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; + m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; + + m_bNeedDraw = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +void CWeaponMolotov::SecondaryAttack( void ) +{ + //<<TEMP>> + // Hmmm... what should I do here? +} + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +void CWeaponMolotov::DrawAmmo( void ) +{ + // ------------------------------------------- + // Make sure I have ammo of the current type + // ------------------------------------------- + CBaseCombatCharacter *pOwner = GetOwner(); + if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <=0) + { + pOwner->Weapon_Drop( this ); + UTIL_Remove(this); + return; + } + Msg("Drawing Molotov...\n"); + m_bNeedDraw = false; + + //<<TEMP>> - till real animation is avaible + m_flNextPrimaryAttack = gpGlobals->curtime + 2.0; + m_flNextSecondaryAttack = gpGlobals->curtime + 2.0; + +} + +//----------------------------------------------------------------------------- +// Purpose: Override so shotgun can do mulitple reloads in a row +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponMolotov::ItemPostFrame( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if (!pOwner) + { + return; + } + + + if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) + { + SecondaryAttack(); + } + else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) + { + // Uses secondary ammo only + if (pOwner->GetAmmoCount(m_iSecondaryAmmoType)) + { + PrimaryAttack(); + } + } + else if (m_bNeedDraw) + { + DrawAmmo(); + } + else + { + WeaponIdle( ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CWeaponMolotov::CWeaponMolotov( void ) +{ +#ifdef _DEBUG + m_vecTossVelocity.Init(); +#endif + + m_fMinRange1 = 200; + m_fMaxRange1 = 1000; }
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