253 lines
6.2 KiB
C++
253 lines
6.2 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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 "stdafx.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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enum flashbang_e
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{
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FLASHBANG_IDLE,
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FLASHBANG_PULLPIN,
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FLASHBANG_THROW,
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FLASHBANG_DRAW
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};
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LINK_ENTITY_TO_CLASS(weapon_flashbang, CFlashbang);
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void CFlashbang::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_flashbang");
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Precache();
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m_iId = WEAPON_FLASHBANG;
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SET_MODEL(ENT(pev), "models/w_flashbang.mdl");
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pev->dmg = 4;
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m_iDefaultAmmo = FLASHBANG_DEFAULT_GIVE;
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m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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FallInit();
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}
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void CFlashbang::Precache(void)
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{
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PRECACHE_MODEL("models/v_flashbang.mdl");
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PRECACHE_MODEL("models/shield/v_shield_flashbang.mdl");
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PRECACHE_SOUND("weapons/flashbang-1.wav");
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PRECACHE_SOUND("weapons/flashbang-2.wav");
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PRECACHE_SOUND("weapons/pinpull.wav");
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}
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int CFlashbang::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Flashbang";
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p->iMaxAmmo1 = FLASHBANG_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 = 3;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_FLASHBANG;
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p->iWeight = FLASHBANG_WEIGHT;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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return 1;
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}
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BOOL CFlashbang::Deploy(void)
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{
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m_flReleaseThrow = -1;
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m_fMaxSpeed = 250;
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_pPlayer->m_bShieldDrawn = false;
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if (m_pPlayer->HasShield() != false)
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return DefaultDeploy("models/shield/v_shield_flashbang.mdl", "models/shield/p_shield_flashbang.mdl", FLASHBANG_DRAW, "shieldgren", UseDecrement() != FALSE);
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else
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return DefaultDeploy("models/v_flashbang.mdl", "models/p_flashbang.mdl", FLASHBANG_DRAW, "grenade", UseDecrement() != FALSE);
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}
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void CFlashbang::Holster(int skiplocal)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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m_pPlayer->pev->weapons &= ~(1 << WEAPON_FLASHBANG);
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DestroyItem();
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}
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m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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}
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void CFlashbang::PrimaryAttack(void)
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{
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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return;
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if (!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(FLASHBANG_PULLPIN, UseDecrement() != FALSE);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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void CFlashbang::SetPlayerShieldAnim(void)
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{
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if (m_pPlayer->HasShield() == true)
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{
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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strcpy(m_pPlayer->m_szAnimExtention, "shield");
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else
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strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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}
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}
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void CFlashbang::ResetPlayerShieldAnim(void)
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{
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if (m_pPlayer->HasShield() == true)
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{
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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}
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}
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bool CFlashbang::ShieldSecondaryFire(int up_anim, int down_anim)
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{
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if (m_pPlayer->HasShield() == false)
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return false;
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if (m_flStartThrow > 0)
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return false;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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SendWeaponAnim(down_anim, UseDecrement() != FALSE);
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strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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m_fMaxSpeed = 250;
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m_pPlayer->m_bShieldDrawn = false;
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}
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else
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{
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m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
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SendWeaponAnim(up_anim, UseDecrement() != FALSE);
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strcpy(m_pPlayer->m_szAnimExtention, "shielded");
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m_fMaxSpeed = 180;
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m_pPlayer->m_bShieldDrawn = true;
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}
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m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) == 0);
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m_pPlayer->ResetMaxSpeed();
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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return true;
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}
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void CFlashbang::SecondaryAttack(void)
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{
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ShieldSecondaryFire(SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE);
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}
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void CFlashbang::WeaponIdle(void)
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{
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if (!m_flReleaseThrow && 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 (m_flStartThrow)
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{
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m_pPlayer->Radio("%!MRAD_FIREINHOLE", "#Fire_in_the_hole");
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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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float flVel = (90 - angThrow.x) * 6;
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if (flVel > 750)
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flVel = 750;
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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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float time = 1.5;
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CGrenade::ShootTimed(m_pPlayer->pev, vecSrc, vecThrow, time);
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SendWeaponAnim(FLASHBANG_THROW, UseDecrement() != FALSE);
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SetPlayerShieldAnim();
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_flStartThrow = 0;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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ResetPlayerShieldAnim();
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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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m_flStartThrow = 0;
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RetireWeapon();
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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float flRand = RANDOM_FLOAT(0, 1);
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if (m_pPlayer->HasShield() != false)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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SendWeaponAnim(SHIELDREN_IDLE, UseDecrement() != FALSE);
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return;
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}
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if (flRand > 0.75)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
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SendWeaponAnim(FLASHBANG_IDLE, UseDecrement() != FALSE);
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}
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}
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BOOL CFlashbang::CanDeploy(void)
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{
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return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0;
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}
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