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 /sp/src/game/server/hl2/weapon_frag.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 'sp/src/game/server/hl2/weapon_frag.cpp')
| -rw-r--r-- | sp/src/game/server/hl2/weapon_frag.cpp | 960 |
1 files changed, 480 insertions, 480 deletions
diff --git a/sp/src/game/server/hl2/weapon_frag.cpp b/sp/src/game/server/hl2/weapon_frag.cpp index 2c93a47e..b0e188aa 100644 --- a/sp/src/game/server/hl2/weapon_frag.cpp +++ b/sp/src/game/server/hl2/weapon_frag.cpp @@ -1,480 +1,480 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "basehlcombatweapon.h"
-#include "player.h"
-#include "gamerules.h"
-#include "grenade_frag.h"
-#include "npcevent.h"
-#include "engine/IEngineSound.h"
-#include "items.h"
-#include "in_buttons.h"
-#include "soundent.h"
-#include "gamestats.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define GRENADE_TIMER 3.0f //Seconds
-
-#define GRENADE_PAUSED_NO 0
-#define GRENADE_PAUSED_PRIMARY 1
-#define GRENADE_PAUSED_SECONDARY 2
-
-#define GRENADE_RADIUS 4.0f // inches
-
-//-----------------------------------------------------------------------------
-// Fragmentation grenades
-//-----------------------------------------------------------------------------
-class CWeaponFrag: public CBaseHLCombatWeapon
-{
- DECLARE_CLASS( CWeaponFrag, CBaseHLCombatWeapon );
-public:
- DECLARE_SERVERCLASS();
-
-public:
- CWeaponFrag();
-
- void Precache( void );
- void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
- void PrimaryAttack( void );
- void SecondaryAttack( void );
- void DecrementAmmo( CBaseCombatCharacter *pOwner );
- void ItemPostFrame( void );
-
- bool Deploy( void );
- bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
-
- int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
-
- bool Reload( void );
-
- bool ShouldDisplayHUDHint() { return true; }
-
-private:
- void ThrowGrenade( CBasePlayer *pPlayer );
- void RollGrenade( CBasePlayer *pPlayer );
- void LobGrenade( CBasePlayer *pPlayer );
- // check a throw from vecSrc. If not valid, move the position back along the line to vecEye
- void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc );
-
- bool m_bRedraw; //Draw the weapon again after throwing a grenade
-
- int m_AttackPaused;
- bool m_fDrawbackFinished;
-
- DECLARE_ACTTABLE();
-
- DECLARE_DATADESC();
-};
-
-
-BEGIN_DATADESC( CWeaponFrag )
- DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_AttackPaused, FIELD_INTEGER ),
- DEFINE_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN ),
-END_DATADESC()
-
-acttable_t CWeaponFrag::m_acttable[] =
-{
- { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
-};
-
-IMPLEMENT_ACTTABLE(CWeaponFrag);
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponFrag, DT_WeaponFrag)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_frag, CWeaponFrag );
-PRECACHE_WEAPON_REGISTER(weapon_frag);
-
-
-
-CWeaponFrag::CWeaponFrag() :
- CBaseHLCombatWeapon(),
- m_bRedraw( false )
-{
- NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponFrag::Precache( void )
-{
- BaseClass::Precache();
-
- UTIL_PrecacheOther( "npc_grenade_frag" );
-
- PrecacheScriptSound( "WeaponFrag.Throw" );
- PrecacheScriptSound( "WeaponFrag.Roll" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CWeaponFrag::Deploy( void )
-{
- m_bRedraw = false;
- m_fDrawbackFinished = false;
-
- return BaseClass::Deploy();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponFrag::Holster( CBaseCombatWeapon *pSwitchingTo )
-{
- m_bRedraw = false;
- m_fDrawbackFinished = false;
-
- return BaseClass::Holster( pSwitchingTo );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEvent -
-// *pOperator -
-//-----------------------------------------------------------------------------
-void CWeaponFrag::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- bool fThrewGrenade = false;
-
- switch( pEvent->event )
- {
- case EVENT_WEAPON_SEQUENCE_FINISHED:
- m_fDrawbackFinished = true;
- break;
-
- case EVENT_WEAPON_THROW:
- ThrowGrenade( pOwner );
- DecrementAmmo( pOwner );
- fThrewGrenade = true;
- break;
-
- case EVENT_WEAPON_THROW2:
- RollGrenade( pOwner );
- DecrementAmmo( pOwner );
- fThrewGrenade = true;
- break;
-
- case EVENT_WEAPON_THROW3:
- LobGrenade( pOwner );
- DecrementAmmo( pOwner );
- fThrewGrenade = true;
- break;
-
- default:
- BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
- break;
- }
-
-#define RETHROW_DELAY 0.5
- if( fThrewGrenade )
- {
- m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY;
- m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY;
- m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up!
-
- // Make a sound designed to scare snipers back into their holes!
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if( pOwner )
- {
- Vector vecSrc = pOwner->Weapon_ShootPosition();
- Vector vecDir;
-
- AngleVectors( pOwner->EyeAngles(), &vecDir );
-
- trace_t tr;
-
- UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SOLID_BRUSHONLY, pOwner, COLLISION_GROUP_NONE, &tr );
-
- CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, tr.endpos, 384, 0.2, pOwner );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponFrag::Reload( void )
-{
- if ( !HasPrimaryAmmo() )
- return false;
-
- if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
- {
- //Redraw the weapon
- SendWeaponAnim( ACT_VM_DRAW );
-
- //Update our times
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
- m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
- m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
-
- //Mark this as done
- m_bRedraw = false;
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponFrag::SecondaryAttack( void )
-{
- if ( m_bRedraw )
- return;
-
- if ( !HasPrimaryAmmo() )
- return;
-
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- return;
-
- CBasePlayer *pPlayer = ToBasePlayer( pOwner );
-
- if ( pPlayer == NULL )
- return;
-
- // Note that this is a secondary attack and prepare the grenade attack to pause.
- m_AttackPaused = GRENADE_PAUSED_SECONDARY;
- SendWeaponAnim( ACT_VM_PULLBACK_LOW );
-
- // Don't let weapon idle interfere in the middle of a throw!
- m_flTimeWeaponIdle = FLT_MAX;
- m_flNextSecondaryAttack = FLT_MAX;
-
- // If I'm now out of ammo, switch away
- if ( !HasPrimaryAmmo() )
- {
- pPlayer->SwitchToNextBestWeapon( this );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponFrag::PrimaryAttack( void )
-{
- if ( m_bRedraw )
- return;
-
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- {
- return;
- }
-
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );;
-
- if ( !pPlayer )
- return;
-
- // Note that this is a primary attack and prepare the grenade attack to pause.
- m_AttackPaused = GRENADE_PAUSED_PRIMARY;
- SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
-
- // Put both of these off indefinitely. We do not know how long
- // the player will hold the grenade.
- m_flTimeWeaponIdle = FLT_MAX;
- m_flNextPrimaryAttack = FLT_MAX;
-
- // If I'm now out of ammo, switch away
- if ( !HasPrimaryAmmo() )
- {
- pPlayer->SwitchToNextBestWeapon( this );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOwner -
-//-----------------------------------------------------------------------------
-void CWeaponFrag::DecrementAmmo( CBaseCombatCharacter *pOwner )
-{
- pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponFrag::ItemPostFrame( void )
-{
- if( m_fDrawbackFinished )
- {
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if (pOwner)
- {
- switch( m_AttackPaused )
- {
- case GRENADE_PAUSED_PRIMARY:
- if( !(pOwner->m_nButtons & IN_ATTACK) )
- {
- SendWeaponAnim( ACT_VM_THROW );
- m_fDrawbackFinished = false;
- }
- break;
-
- case GRENADE_PAUSED_SECONDARY:
- if( !(pOwner->m_nButtons & IN_ATTACK2) )
- {
- //See if we're ducking
- if ( pOwner->m_nButtons & IN_DUCK )
- {
- //Send the weapon animation
- SendWeaponAnim( ACT_VM_SECONDARYATTACK );
- }
- else
- {
- //Send the weapon animation
- SendWeaponAnim( ACT_VM_HAULBACK );
- }
-
- m_fDrawbackFinished = false;
- }
- break;
-
- default:
- break;
- }
- }
- }
-
- BaseClass::ItemPostFrame();
-
- if ( m_bRedraw )
- {
- if ( IsViewModelSequenceFinished() )
- {
- Reload();
- }
- }
-}
-
- // check a throw from vecSrc. If not valid, move the position back along the line to vecEye
-void CWeaponFrag::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc )
-{
- trace_t tr;
-
- UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2),
- pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr );
-
- if ( tr.DidHit() )
- {
- vecSrc = tr.endpos;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pPlayer -
-//-----------------------------------------------------------------------------
-void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
-{
- Vector vecEye = pPlayer->EyePosition();
- Vector vForward, vRight;
-
- pPlayer->EyeVectors( &vForward, &vRight, NULL );
- Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
- CheckThrowPosition( pPlayer, vecEye, vecSrc );
-// vForward[0] += 0.1f;
- vForward[2] += 0.1f;
-
- Vector vecThrow;
- pPlayer->GetVelocity( &vecThrow, NULL );
- vecThrow += vForward * 1200;
- Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );
-
- m_bRedraw = true;
-
- WeaponSound( SINGLE );
-
- m_iPrimaryAttacks++;
- gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pPlayer -
-//-----------------------------------------------------------------------------
-void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
-{
- Vector vecEye = pPlayer->EyePosition();
- Vector vForward, vRight;
-
- pPlayer->EyeVectors( &vForward, &vRight, NULL );
- Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 );
- CheckThrowPosition( pPlayer, vecEye, vecSrc );
-
- Vector vecThrow;
- pPlayer->GetVelocity( &vecThrow, NULL );
- vecThrow += vForward * 350 + Vector( 0, 0, 50 );
- Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false );
-
- WeaponSound( WPN_DOUBLE );
-
- m_bRedraw = true;
-
- m_iPrimaryAttacks++;
- gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pPlayer -
-//-----------------------------------------------------------------------------
-void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
-{
- // BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
- Vector vecSrc;
- pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc );
- vecSrc.z += GRENADE_RADIUS;
-
- Vector vecFacing = pPlayer->BodyDirection2D( );
- // no up/down direction
- vecFacing.z = 0;
- VectorNormalize( vecFacing );
- trace_t tr;
- UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
- if ( tr.fraction != 1.0 )
- {
- // compute forward vec parallel to floor plane and roll grenade along that
- Vector tangent;
- CrossProduct( vecFacing, tr.plane.normal, tangent );
- CrossProduct( tr.plane.normal, tangent, vecFacing );
- }
- vecSrc += (vecFacing * 18.0);
- CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc );
-
- Vector vecThrow;
- pPlayer->GetVelocity( &vecThrow, NULL );
- vecThrow += vecFacing * 700;
- // put it on its side
- QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
- // roll it
- AngularImpulse rotSpeed(0,0,720);
- Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false );
-
- WeaponSound( SPECIAL1 );
-
- m_bRedraw = true;
-
- m_iPrimaryAttacks++;
- gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "basehlcombatweapon.h" +#include "player.h" +#include "gamerules.h" +#include "grenade_frag.h" +#include "npcevent.h" +#include "engine/IEngineSound.h" +#include "items.h" +#include "in_buttons.h" +#include "soundent.h" +#include "gamestats.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define GRENADE_TIMER 3.0f //Seconds + +#define GRENADE_PAUSED_NO 0 +#define GRENADE_PAUSED_PRIMARY 1 +#define GRENADE_PAUSED_SECONDARY 2 + +#define GRENADE_RADIUS 4.0f // inches + +//----------------------------------------------------------------------------- +// Fragmentation grenades +//----------------------------------------------------------------------------- +class CWeaponFrag: public CBaseHLCombatWeapon +{ + DECLARE_CLASS( CWeaponFrag, CBaseHLCombatWeapon ); +public: + DECLARE_SERVERCLASS(); + +public: + CWeaponFrag(); + + void Precache( void ); + void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); + void PrimaryAttack( void ); + void SecondaryAttack( void ); + void DecrementAmmo( CBaseCombatCharacter *pOwner ); + void ItemPostFrame( void ); + + bool Deploy( void ); + bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); + + int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } + + bool Reload( void ); + + bool ShouldDisplayHUDHint() { return true; } + +private: + void ThrowGrenade( CBasePlayer *pPlayer ); + void RollGrenade( CBasePlayer *pPlayer ); + void LobGrenade( CBasePlayer *pPlayer ); + // check a throw from vecSrc. If not valid, move the position back along the line to vecEye + void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc ); + + bool m_bRedraw; //Draw the weapon again after throwing a grenade + + int m_AttackPaused; + bool m_fDrawbackFinished; + + DECLARE_ACTTABLE(); + + DECLARE_DATADESC(); +}; + + +BEGIN_DATADESC( CWeaponFrag ) + DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ), + DEFINE_FIELD( m_AttackPaused, FIELD_INTEGER ), + DEFINE_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN ), +END_DATADESC() + +acttable_t CWeaponFrag::m_acttable[] = +{ + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, +}; + +IMPLEMENT_ACTTABLE(CWeaponFrag); + +IMPLEMENT_SERVERCLASS_ST(CWeaponFrag, DT_WeaponFrag) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_frag, CWeaponFrag ); +PRECACHE_WEAPON_REGISTER(weapon_frag); + + + +CWeaponFrag::CWeaponFrag() : + CBaseHLCombatWeapon(), + m_bRedraw( false ) +{ + NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponFrag::Precache( void ) +{ + BaseClass::Precache(); + + UTIL_PrecacheOther( "npc_grenade_frag" ); + + PrecacheScriptSound( "WeaponFrag.Throw" ); + PrecacheScriptSound( "WeaponFrag.Roll" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CWeaponFrag::Deploy( void ) +{ + m_bRedraw = false; + m_fDrawbackFinished = false; + + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponFrag::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + m_bRedraw = false; + m_fDrawbackFinished = false; + + return BaseClass::Holster( pSwitchingTo ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEvent - +// *pOperator - +//----------------------------------------------------------------------------- +void CWeaponFrag::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + bool fThrewGrenade = false; + + switch( pEvent->event ) + { + case EVENT_WEAPON_SEQUENCE_FINISHED: + m_fDrawbackFinished = true; + break; + + case EVENT_WEAPON_THROW: + ThrowGrenade( pOwner ); + DecrementAmmo( pOwner ); + fThrewGrenade = true; + break; + + case EVENT_WEAPON_THROW2: + RollGrenade( pOwner ); + DecrementAmmo( pOwner ); + fThrewGrenade = true; + break; + + case EVENT_WEAPON_THROW3: + LobGrenade( pOwner ); + DecrementAmmo( pOwner ); + fThrewGrenade = true; + break; + + default: + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } + +#define RETHROW_DELAY 0.5 + if( fThrewGrenade ) + { + m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY; + m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY; + m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up! + + // Make a sound designed to scare snipers back into their holes! + CBaseCombatCharacter *pOwner = GetOwner(); + + if( pOwner ) + { + Vector vecSrc = pOwner->Weapon_ShootPosition(); + Vector vecDir; + + AngleVectors( pOwner->EyeAngles(), &vecDir ); + + trace_t tr; + + UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SOLID_BRUSHONLY, pOwner, COLLISION_GROUP_NONE, &tr ); + + CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, tr.endpos, 384, 0.2, pOwner ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponFrag::Reload( void ) +{ + if ( !HasPrimaryAmmo() ) + return false; + + if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) ) + { + //Redraw the weapon + SendWeaponAnim( ACT_VM_DRAW ); + + //Update our times + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); + m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration(); + + //Mark this as done + m_bRedraw = false; + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponFrag::SecondaryAttack( void ) +{ + if ( m_bRedraw ) + return; + + if ( !HasPrimaryAmmo() ) + return; + + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( pOwner ); + + if ( pPlayer == NULL ) + return; + + // Note that this is a secondary attack and prepare the grenade attack to pause. + m_AttackPaused = GRENADE_PAUSED_SECONDARY; + SendWeaponAnim( ACT_VM_PULLBACK_LOW ); + + // Don't let weapon idle interfere in the middle of a throw! + m_flTimeWeaponIdle = FLT_MAX; + m_flNextSecondaryAttack = FLT_MAX; + + // If I'm now out of ammo, switch away + if ( !HasPrimaryAmmo() ) + { + pPlayer->SwitchToNextBestWeapon( this ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponFrag::PrimaryAttack( void ) +{ + if ( m_bRedraw ) + return; + + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + { + return; + } + + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );; + + if ( !pPlayer ) + return; + + // Note that this is a primary attack and prepare the grenade attack to pause. + m_AttackPaused = GRENADE_PAUSED_PRIMARY; + SendWeaponAnim( ACT_VM_PULLBACK_HIGH ); + + // Put both of these off indefinitely. We do not know how long + // the player will hold the grenade. + m_flTimeWeaponIdle = FLT_MAX; + m_flNextPrimaryAttack = FLT_MAX; + + // If I'm now out of ammo, switch away + if ( !HasPrimaryAmmo() ) + { + pPlayer->SwitchToNextBestWeapon( this ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOwner - +//----------------------------------------------------------------------------- +void CWeaponFrag::DecrementAmmo( CBaseCombatCharacter *pOwner ) +{ + pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponFrag::ItemPostFrame( void ) +{ + if( m_fDrawbackFinished ) + { + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if (pOwner) + { + switch( m_AttackPaused ) + { + case GRENADE_PAUSED_PRIMARY: + if( !(pOwner->m_nButtons & IN_ATTACK) ) + { + SendWeaponAnim( ACT_VM_THROW ); + m_fDrawbackFinished = false; + } + break; + + case GRENADE_PAUSED_SECONDARY: + if( !(pOwner->m_nButtons & IN_ATTACK2) ) + { + //See if we're ducking + if ( pOwner->m_nButtons & IN_DUCK ) + { + //Send the weapon animation + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + } + else + { + //Send the weapon animation + SendWeaponAnim( ACT_VM_HAULBACK ); + } + + m_fDrawbackFinished = false; + } + break; + + default: + break; + } + } + } + + BaseClass::ItemPostFrame(); + + if ( m_bRedraw ) + { + if ( IsViewModelSequenceFinished() ) + { + Reload(); + } + } +} + + // check a throw from vecSrc. If not valid, move the position back along the line to vecEye +void CWeaponFrag::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc ) +{ + trace_t tr; + + UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), + pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr ); + + if ( tr.DidHit() ) + { + vecSrc = tr.endpos; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - +//----------------------------------------------------------------------------- +void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer ) +{ + Vector vecEye = pPlayer->EyePosition(); + Vector vForward, vRight; + + pPlayer->EyeVectors( &vForward, &vRight, NULL ); + Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; + CheckThrowPosition( pPlayer, vecEye, vecSrc ); +// vForward[0] += 0.1f; + vForward[2] += 0.1f; + + Vector vecThrow; + pPlayer->GetVelocity( &vecThrow, NULL ); + vecThrow += vForward * 1200; + Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false ); + + m_bRedraw = true; + + WeaponSound( SINGLE ); + + m_iPrimaryAttacks++; + gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - +//----------------------------------------------------------------------------- +void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer ) +{ + Vector vecEye = pPlayer->EyePosition(); + Vector vForward, vRight; + + pPlayer->EyeVectors( &vForward, &vRight, NULL ); + Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 ); + CheckThrowPosition( pPlayer, vecEye, vecSrc ); + + Vector vecThrow; + pPlayer->GetVelocity( &vecThrow, NULL ); + vecThrow += vForward * 350 + Vector( 0, 0, 50 ); + Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false ); + + WeaponSound( WPN_DOUBLE ); + + m_bRedraw = true; + + m_iPrimaryAttacks++; + gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - +//----------------------------------------------------------------------------- +void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer ) +{ + // BUGBUG: Hardcoded grenade width of 4 - better not change the model :) + Vector vecSrc; + pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc ); + vecSrc.z += GRENADE_RADIUS; + + Vector vecFacing = pPlayer->BodyDirection2D( ); + // no up/down direction + vecFacing.z = 0; + VectorNormalize( vecFacing ); + trace_t tr; + UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); + if ( tr.fraction != 1.0 ) + { + // compute forward vec parallel to floor plane and roll grenade along that + Vector tangent; + CrossProduct( vecFacing, tr.plane.normal, tangent ); + CrossProduct( tr.plane.normal, tangent, vecFacing ); + } + vecSrc += (vecFacing * 18.0); + CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc ); + + Vector vecThrow; + pPlayer->GetVelocity( &vecThrow, NULL ); + vecThrow += vecFacing * 700; + // put it on its side + QAngle orientation(0,pPlayer->GetLocalAngles().y,-90); + // roll it + AngularImpulse rotSpeed(0,0,720); + Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false ); + + WeaponSound( SPECIAL1 ); + + m_bRedraw = true; + + m_iPrimaryAttacks++; + gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); +} + |