//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_sdkbase.h" #include "gamerules.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "weapon_basesdkgrenade.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_sdk_player.h" #else #include "sdk_player.h" #include "items.h" #endif #define GRENADE_TIMER 1.5f //Seconds IMPLEMENT_NETWORKCLASS_ALIASED( BaseSDKGrenade, DT_BaseSDKGrenade ) BEGIN_NETWORK_TABLE(CBaseSDKGrenade, DT_BaseSDKGrenade) #ifndef CLIENT_DLL SendPropBool( SENDINFO(m_bRedraw) ), SendPropBool( SENDINFO(m_bPinPulled) ), SendPropFloat( SENDINFO(m_fThrowTime), 0, SPROP_NOSCALE ), #else RecvPropBool( RECVINFO(m_bRedraw) ), RecvPropBool( RECVINFO(m_bPinPulled) ), RecvPropFloat( RECVINFO(m_fThrowTime) ), #endif END_NETWORK_TABLE() #ifdef CLIENT_DLL BEGIN_PREDICTION_DATA( CBaseSDKGrenade ) DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_basesdkgrenade, CBaseSDKGrenade ); CBaseSDKGrenade::CBaseSDKGrenade() { m_bRedraw = false; m_bPinPulled = false; m_fThrowTime = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseSDKGrenade::Precache() { BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseSDKGrenade::Deploy() { m_bRedraw = false; m_bPinPulled = false; m_fThrowTime = 0; return BaseClass::Deploy(); } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseSDKGrenade::Holster( CBaseCombatWeapon *pSwitchingTo ) { m_bRedraw = false; m_bPinPulled = false; // when this is holstered make sure the pin isn’t pulled. m_fThrowTime = 0; #ifndef CLIENT_DLL // If they attempt to switch weapons before the throw animation is done, // allow it, but kill the weapon if we have to. CSDKPlayer *pPlayer = GetPlayerOwner(); if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { CBaseCombatCharacter *pOwner = (CBaseCombatCharacter *)pPlayer; pOwner->Weapon_Drop( this ); UTIL_Remove(this); } #endif return BaseClass::Holster( pSwitchingTo ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseSDKGrenade::PrimaryAttack() { if ( m_bRedraw || m_bPinPulled ) return; CSDKPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) return; // The pull pin animation has to finish, then we wait until they aren't holding the primary // attack button, then throw the grenade. SendWeaponAnim( ACT_VM_PULLPIN ); m_bPinPulled = true; // Don't let weapon idle interfere in the middle of a throw! SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseSDKGrenade::SecondaryAttack() { if ( m_bRedraw ) return; CSDKPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer == NULL ) return; //See if we're ducking if ( pPlayer->GetFlags() & FL_DUCKING ) { //Send the weapon animation SendWeaponAnim( ACT_VM_SECONDARYATTACK ); } else { //Send the weapon animation SendWeaponAnim( ACT_VM_HAULBACK ); } // Don't let weapon idle interfere in the middle of a throw! SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseSDKGrenade::Reload() { 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(); SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseSDKGrenade::ItemPostFrame() { CSDKPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex ); if ( !vm ) return; // If they let go of the fire button, they want to throw the grenade. if ( m_bPinPulled && !(pPlayer->m_nButtons & IN_ATTACK) ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE ); StartGrenadeThrow(); DecrementAmmo( pPlayer ); m_bPinPulled = false; SendWeaponAnim( ACT_VM_THROW ); SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } else if ((m_fThrowTime > 0) && (m_fThrowTime < gpGlobals->curtime)) { ThrowGrenade(); } else if( m_bRedraw ) { // Has the throw animation finished playing if( m_flTimeWeaponIdle < gpGlobals->curtime ) { #ifdef GAME_DLL // if we're officially out of grenades, ditch this weapon if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { pPlayer->Weapon_Drop( this, NULL, NULL ); UTIL_Remove(this); } else { pPlayer->SwitchToNextBestWeapon( this ); } #endif return; //don't animate this grenade any more! } } else if( !m_bRedraw ) { BaseClass::ItemPostFrame(); } } #ifdef CLIENT_DLL void CBaseSDKGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner ) { } void CBaseSDKGrenade::DropGrenade() { m_bRedraw = true; m_fThrowTime = 0.0f; } void CBaseSDKGrenade::ThrowGrenade() { m_bRedraw = true; m_fThrowTime = 0.0f; } void CBaseSDKGrenade::StartGrenadeThrow() { m_fThrowTime = gpGlobals->curtime + 0.1f; } #else BEGIN_DATADESC( CBaseSDKGrenade ) DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ), END_DATADESC() int CBaseSDKGrenade::CapabilitiesGet() { return bits_CAP_WEAPON_RANGE_ATTACK1; } //----------------------------------------------------------------------------- // Purpose: // Input : *pOwner - //----------------------------------------------------------------------------- void CBaseSDKGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner ) { pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); } void CBaseSDKGrenade::StartGrenadeThrow() { m_fThrowTime = gpGlobals->curtime + 0.1f; } void CBaseSDKGrenade::ThrowGrenade() { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { Assert( false ); return; } QAngle angThrow = pPlayer->LocalEyeAngles(); Vector vForward, vRight, vUp; if (angThrow.x < 90 ) angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0); else { angThrow.x = 360.0f - angThrow.x; angThrow.x = -10 + angThrow.x * -((90 - 10) / 90.0); } float flVel = (90 - angThrow.x) * 6; if (flVel > 750) flVel = 750; AngleVectors( angThrow, &vForward, &vRight, &vUp ); Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset(); vecSrc += vForward * 16; Vector vecThrow = vForward * flVel + pPlayer->GetAbsVelocity(); EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer ); m_bRedraw = true; m_fThrowTime = 0.0f; } void CBaseSDKGrenade::DropGrenade() { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { Assert( false ); return; } Vector vForward; pPlayer->EyeVectors( &vForward ); Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset() + vForward * 16; Vector vecVel = pPlayer->GetAbsVelocity(); EmitGrenade( vecSrc, vec3_angle, vecVel, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer ); m_bRedraw = true; m_fThrowTime = 0.0f; } void CBaseSDKGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer ) { Assert( 0 && "CBaseSDKGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" ); } bool CBaseSDKGrenade::AllowsAutoSwitchFrom( void ) const { return !m_bPinPulled; } #endif