/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "player.h" #define HANDGRENADE_PRIMARY_VOLUME 450 LINK_ENTITY_TO_CLASS(weapon_handgrenade, CHandGrenade); void CHandGrenade::Spawn() { Precache(); m_iId = WEAPON_HANDGRENADE; SET_MODEL(ENT(pev), "models/w_grenade.mdl"); #ifndef CLIENT_DLL pev->dmg = gSkillData.plrDmgHandGrenade; #endif m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; FallInit(); // get ready to fall down. } void CHandGrenade::Precache() { PRECACHE_MODEL("models/w_grenade.mdl"); PRECACHE_MODEL("models/v_grenade.mdl"); PRECACHE_MODEL("models/p_grenade.mdl"); } bool CHandGrenade::GetItemInfo(ItemInfo* p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 0; p->iId = m_iId = WEAPON_HANDGRENADE; p->iWeight = HANDGRENADE_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return true; } bool CHandGrenade::Deploy() { m_flReleaseThrow = -1; return DefaultDeploy("models/v_grenade.mdl", "models/p_grenade.mdl", HANDGRENADE_DRAW, "crowbar"); } bool CHandGrenade::CanHolster() { // can only holster hand grenades when not primed! return (m_flStartThrow == 0); } void CHandGrenade::Holster() { //Stop any throw that was in process so players don't blow themselves or somebody else up when the weapon is deployed again. m_flStartThrow = 0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (0 != m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { SendWeaponAnim(HANDGRENADE_HOLSTER); } else { // no more grenades! m_pPlayer->ClearWeaponBit(m_iId); SetThink(&CHandGrenade::DestroyItem); pev->nextthink = gpGlobals->time + 0.1; } EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } void CHandGrenade::PrimaryAttack() { if (0 == m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) { m_flStartThrow = gpGlobals->time; m_flReleaseThrow = 0; SendWeaponAnim(HANDGRENADE_PINPULL); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; } } void CHandGrenade::WeaponIdle() { if (m_flReleaseThrow == 0 && 0 != m_flStartThrow) m_flReleaseThrow = gpGlobals->time; if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (0 != m_flStartThrow) { Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; if (angThrow.x < 0) angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0); else angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0); static float flMultiplier = 6.5f; float flVel = (90 - angThrow.x) * flMultiplier; if (flVel > 1000) flVel = 1000; UTIL_MakeVectors(angThrow); Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity; // alway explode 3 seconds after the pin was pulled float time = m_flStartThrow - gpGlobals->time + 3.0; if (time < 0) time = 0; CGrenade::ShootTimed(m_pPlayer->pev, vecSrc, vecThrow, time); if (flVel < 500) { SendWeaponAnim(HANDGRENADE_THROW1); } else if (flVel < 1000) { SendWeaponAnim(HANDGRENADE_THROW2); } else { SendWeaponAnim(HANDGRENADE_THROW3); } // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); //m_flReleaseThrow = 0; m_flStartThrow = 0; m_flNextPrimaryAttack = GetNextAttackDelay(0.5); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; if (0 == m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { // just threw last grenade // set attack times in the future, and weapon idle in the future so we can see the whole throw // animation, weapon idle will automatically retire the weapon for us. m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5); // ensure that the animation can finish playing } return; } else if (m_flReleaseThrow > 0) { // we've finished the throw, restart. m_flStartThrow = 0; if (0 != m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { SendWeaponAnim(HANDGRENADE_DRAW); } else { RetireWeapon(); return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); m_flReleaseThrow = -1; return; } if (0 != m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { int iAnim; float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); if (flRand <= 0.75) { iAnim = HANDGRENADE_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } else { iAnim = HANDGRENADE_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0; } SendWeaponAnim(iAnim); } }