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