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_tripwire.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_tripwire.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_tripwire.cpp | 868 |
1 files changed, 434 insertions, 434 deletions
diff --git a/mp/src/game/server/hl2/weapon_tripwire.cpp b/mp/src/game/server/hl2/weapon_tripwire.cpp index d4292833..62beda66 100644 --- a/mp/src/game/server/hl2/weapon_tripwire.cpp +++ b/mp/src/game/server/hl2/weapon_tripwire.cpp @@ -1,434 +1,434 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "util.h"
-#include "basehlcombatweapon.h"
-#include "player.h"
-#include "gamerules.h"
-#include "grenade_tripwire.h"
-#include "grenade_satchel.h"
-#include "entitylist.h"
-#include "weapon_tripwire.h"
-#include "npcevent.h"
-#include "in_buttons.h"
-#include "engine/IEngineSound.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-BEGIN_DATADESC( CWeapon_Tripwire )
-
- DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ),
-
- // Function Pointers
- DEFINE_FUNCTION( TripwireTouch ),
-
-END_DATADESC()
-
-
-IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire );
-
-// BUGBUG: Enable this when the script & resources are checked in.
-//PRECACHE_WEAPON_REGISTER(weapon_tripwire);
-
-acttable_t CWeapon_Tripwire::m_acttable[] =
-{
- { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true },
-};
-
-IMPLEMENT_ACTTABLE(CWeapon_Tripwire);
-
-
-void CWeapon_Tripwire::Spawn( )
-{
- UTIL_Remove(this);
- return;
-
- BaseClass::Spawn();
-
- Precache( );
-
- UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));
-
-
- FallInit();// get ready to fall down
-
- SetThink( NULL );
-
- // Give one piece of default ammo when first picked up
- m_iClip2 = 1;
-}
-
-void CWeapon_Tripwire::Precache( void )
-{
- BaseClass::Precache();
-
- PrecacheScriptSound( "Weapon_Tripwire.Attach" );
-
- UTIL_PrecacheOther( "npc_tripwire" );
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Override to use tripwire's pickup touch function
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CWeapon_Tripwire::SetPickupTouch( void )
-{
- SetTouch(TripwireTouch);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override so give correct ammo
-// Input : pOther - the entity that touched me
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther )
-{
- // ---------------------------------------------------
- // First give weapon to touching entity if allowed
- // ---------------------------------------------------
- BaseClass::DefaultTouch(pOther);
-
- // ----------------------------------------------------
- // Give ammo if touching client
- // ----------------------------------------------------
- if (pOther->GetFlags() & FL_CLIENT)
- {
- // ------------------------------------------------
- // If already owned weapon of this type remove me
- // ------------------------------------------------
- CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
- CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() );
- if (oldWeapon != this)
- {
- UTIL_Remove( this );
- }
- else
- {
- pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
- SetThink(NULL);
- }
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo )
-{
- SetThink(NULL);
- return BaseClass::Holster(pSwitchingTo);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Tripwire has no reload, but must call weapon idle to update state
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-bool CWeapon_Tripwire::Reload( void )
-{
- WeaponIdle( );
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::PrimaryAttack( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return;
- }
-
- if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
- {
- return;
- }
-
- if (CanAttachTripwire())
- {
- StartTripwireAttach();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Secondary attack does nothing
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::SecondaryAttack( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::TripwireAttach( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return;
- }
-
- m_bAttachTripwire = false;
-
- Vector vecSrc = pOwner->Weapon_ShootPosition();
- Vector vecAiming = pOwner->BodyDirection2D( );
-
- trace_t tr;
-
- UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
-
- if (tr.fraction < 1.0)
- {
- CBaseEntity *pEntity = tr.m_pEnt;
- if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
- {
- QAngle angles;
- VectorAngles(tr.plane.normal, angles);
- angles.x += 90;
-
- CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL );
-
- CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt;
- pMine->SetThrower( GetOwner() );
-
- pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
-
- EmitSound( "Weapon_Tripwire.Attach" );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::StartTripwireAttach( void )
-{
- // Only the player fires this way so we can cast
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if (!pPlayer)
- {
- return;
- }
-
- Vector vecSrc = pPlayer->Weapon_ShootPosition();
- Vector vecAiming = pPlayer->BodyDirection3D( );
-
- trace_t tr;
-
- UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
-
- if (tr.fraction < 1.0)
- {
- // ALERT( at_console, "hit %f\n", tr.flFraction );
-
- CBaseEntity *pEntity = tr.m_pEnt;
- if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
- {
- // player "shoot" animation
- pPlayer->SetAnimation( PLAYER_ATTACK1 );
-
- // -----------------------------------------
- // Play attach animation
- // -----------------------------------------
- SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH);
-
- m_bNeedReload = true;
- m_bAttachTripwire = true;
- }
- else
- {
- // ALERT( at_console, "no deploy\n" );
- }
- }
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
- m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
-// SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-bool CWeapon_Tripwire::CanAttachTripwire( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return false;
- }
-
- Vector vecSrc = pOwner->Weapon_ShootPosition();
- Vector vecAiming = pOwner->BodyDirection2D( );
-
- trace_t tr;
-
- Vector vecEnd = vecSrc + (vecAiming * 42);
- UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
-
- if (tr.fraction < 1.0)
- {
- // Don't attach to 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:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::ItemPostFrame( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if (!pOwner)
- {
- return;
- }
-
- if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
- {
- SecondaryAttack();
- }
- else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
- {
- PrimaryAttack();
- }
-
- // -----------------------
- // No buttons down
- // -----------------------
- else
- {
- WeaponIdle( );
- return;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeapon_Tripwire::WeaponIdle( void )
-{
- // Ready to switch animations?
- if ( HasWeaponIdleTimeElapsed() )
- {
- if (m_bClearReload)
- {
- m_bNeedReload = false;
- m_bClearReload = false;
- }
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return;
- }
-
- int iAnim = 0;
-
- if (m_bAttachTripwire)
- {
- TripwireAttach();
- iAnim = ACT_SLAM_TRIPMINE_ATTACH2;
- }
- else if (m_bNeedReload)
- {
- // If owner had ammo draw the correct tripwire type
- if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
- {
- iAnim = ACT_SLAM_TRIPMINE_DRAW;
- m_bClearReload = true;
- }
- else
- {
- pOwner->Weapon_Drop( this );
- UTIL_Remove(this);
- }
- }
- else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
- {
- pOwner->Weapon_Drop( this );
- UTIL_Remove(this);
- }
-
- // If I don't need to reload just do the appropriate idle
- else
- {
- iAnim = ACT_SLAM_TRIPMINE_IDLE;
- }
- SendWeaponAnim( iAnim );
- }
-}
-
-bool CWeapon_Tripwire::Deploy( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return false;
- }
-
- SetModel( GetViewModel() );
-
- // ------------------------------
- // Pick the right draw animation
- // ------------------------------
- int iActivity;
-
- // If detonator is already armed
- m_bNeedReload = false;
- iActivity = ACT_SLAM_STICKWALL_ND_DRAW;
- return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-CWeapon_Tripwire::CWeapon_Tripwire(void)
-{
- m_bNeedReload = true;
- m_bClearReload = false;
- m_bAttachTripwire = false;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "util.h" +#include "basehlcombatweapon.h" +#include "player.h" +#include "gamerules.h" +#include "grenade_tripwire.h" +#include "grenade_satchel.h" +#include "entitylist.h" +#include "weapon_tripwire.h" +#include "npcevent.h" +#include "in_buttons.h" +#include "engine/IEngineSound.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CWeapon_Tripwire ) + + DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ), + + // Function Pointers + DEFINE_FUNCTION( TripwireTouch ), + +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire ); + +// BUGBUG: Enable this when the script & resources are checked in. +//PRECACHE_WEAPON_REGISTER(weapon_tripwire); + +acttable_t CWeapon_Tripwire::m_acttable[] = +{ + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true }, +}; + +IMPLEMENT_ACTTABLE(CWeapon_Tripwire); + + +void CWeapon_Tripwire::Spawn( ) +{ + UTIL_Remove(this); + return; + + BaseClass::Spawn(); + + Precache( ); + + UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2)); + + + FallInit();// get ready to fall down + + SetThink( NULL ); + + // Give one piece of default ammo when first picked up + m_iClip2 = 1; +} + +void CWeapon_Tripwire::Precache( void ) +{ + BaseClass::Precache(); + + PrecacheScriptSound( "Weapon_Tripwire.Attach" ); + + UTIL_PrecacheOther( "npc_tripwire" ); +} + +//------------------------------------------------------------------------------ +// Purpose : Override to use tripwire's pickup touch function +// Input : +// Output : +//------------------------------------------------------------------------------ +void CWeapon_Tripwire::SetPickupTouch( void ) +{ + SetTouch(TripwireTouch); +} + +//----------------------------------------------------------------------------- +// Purpose: Override so give correct ammo +// Input : pOther - the entity that touched me +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther ) +{ + // --------------------------------------------------- + // First give weapon to touching entity if allowed + // --------------------------------------------------- + BaseClass::DefaultTouch(pOther); + + // ---------------------------------------------------- + // Give ammo if touching client + // ---------------------------------------------------- + if (pOther->GetFlags() & FL_CLIENT) + { + // ------------------------------------------------ + // If already owned weapon of this type remove me + // ------------------------------------------------ + CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther ); + CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() ); + if (oldWeapon != this) + { + UTIL_Remove( this ); + } + else + { + pBCC->GiveAmmo( 1, m_iSecondaryAmmoType ); + SetThink(NULL); + } + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + SetThink(NULL); + return BaseClass::Holster(pSwitchingTo); +} + +//----------------------------------------------------------------------------- +// Purpose: Tripwire has no reload, but must call weapon idle to update state +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CWeapon_Tripwire::Reload( void ) +{ + WeaponIdle( ); + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::PrimaryAttack( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return; + } + + if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) + { + return; + } + + if (CanAttachTripwire()) + { + StartTripwireAttach(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Secondary attack does nothing +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::SecondaryAttack( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::TripwireAttach( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return; + } + + m_bAttachTripwire = false; + + Vector vecSrc = pOwner->Weapon_ShootPosition(); + Vector vecAiming = pOwner->BodyDirection2D( ); + + trace_t tr; + + UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); + + if (tr.fraction < 1.0) + { + CBaseEntity *pEntity = tr.m_pEnt; + if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) + { + QAngle angles; + VectorAngles(tr.plane.normal, angles); + angles.x += 90; + + CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL ); + + CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt; + pMine->SetThrower( GetOwner() ); + + pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); + + EmitSound( "Weapon_Tripwire.Attach" ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::StartTripwireAttach( void ) +{ + // Only the player fires this way so we can cast + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if (!pPlayer) + { + return; + } + + Vector vecSrc = pPlayer->Weapon_ShootPosition(); + Vector vecAiming = pPlayer->BodyDirection3D( ); + + trace_t tr; + + UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); + + if (tr.fraction < 1.0) + { + // ALERT( at_console, "hit %f\n", tr.flFraction ); + + CBaseEntity *pEntity = tr.m_pEnt; + if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) + { + // player "shoot" animation + pPlayer->SetAnimation( PLAYER_ATTACK1 ); + + // ----------------------------------------- + // Play attach animation + // ----------------------------------------- + SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH); + + m_bNeedReload = true; + m_bAttachTripwire = true; + } + else + { + // ALERT( at_console, "no deploy\n" ); + } + } + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); +// SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CWeapon_Tripwire::CanAttachTripwire( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return false; + } + + Vector vecSrc = pOwner->Weapon_ShootPosition(); + Vector vecAiming = pOwner->BodyDirection2D( ); + + trace_t tr; + + Vector vecEnd = vecSrc + (vecAiming * 42); + UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); + + if (tr.fraction < 1.0) + { + // Don't attach to 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: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::ItemPostFrame( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if (!pOwner) + { + return; + } + + if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) + { + SecondaryAttack(); + } + else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) + { + PrimaryAttack(); + } + + // ----------------------- + // No buttons down + // ----------------------- + else + { + WeaponIdle( ); + return; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeapon_Tripwire::WeaponIdle( void ) +{ + // Ready to switch animations? + if ( HasWeaponIdleTimeElapsed() ) + { + if (m_bClearReload) + { + m_bNeedReload = false; + m_bClearReload = false; + } + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return; + } + + int iAnim = 0; + + if (m_bAttachTripwire) + { + TripwireAttach(); + iAnim = ACT_SLAM_TRIPMINE_ATTACH2; + } + else if (m_bNeedReload) + { + // If owner had ammo draw the correct tripwire type + if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0) + { + iAnim = ACT_SLAM_TRIPMINE_DRAW; + m_bClearReload = true; + } + else + { + pOwner->Weapon_Drop( this ); + UTIL_Remove(this); + } + } + else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) + { + pOwner->Weapon_Drop( this ); + UTIL_Remove(this); + } + + // If I don't need to reload just do the appropriate idle + else + { + iAnim = ACT_SLAM_TRIPMINE_IDLE; + } + SendWeaponAnim( iAnim ); + } +} + +bool CWeapon_Tripwire::Deploy( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return false; + } + + SetModel( GetViewModel() ); + + // ------------------------------ + // Pick the right draw animation + // ------------------------------ + int iActivity; + + // If detonator is already armed + m_bNeedReload = false; + iActivity = ACT_SLAM_STICKWALL_ND_DRAW; + return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() ); +} + +//----------------------------------------------------------------------------- +// Purpose: Constructor +// Input : +// Output : +//----------------------------------------------------------------------------- +CWeapon_Tripwire::CWeapon_Tripwire(void) +{ + m_bNeedReload = true; + m_bClearReload = false; + m_bAttachTripwire = false; +} |