/*** * * Copyright (c) 1996-2002, 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 "nodes.h" #include "player.h" #define HANDGRENADE_PRIMARY_VOLUME 450 enum handgrenade_e { HANDGRENADE_IDLE = 0, HANDGRENADE_FIDGET, HANDGRENADE_PINPULL, HANDGRENADE_THROW1, // toss HANDGRENADE_THROW2, // medium HANDGRENADE_THROW3, // hard HANDGRENADE_HOLSTER, HANDGRENADE_DRAW }; 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( void ) { PRECACHE_MODEL("models/w_grenade.mdl"); PRECACHE_MODEL("models/v_grenade.mdl"); PRECACHE_MODEL("models/p_grenade.mdl"); } int 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 1; } BOOL CHandGrenade::Deploy( ) { m_flReleaseThrow = -1; return DefaultDeploy( "models/v_grenade.mdl", "models/p_grenade.mdl", HANDGRENADE_DRAW, "crowbar" ); } BOOL CHandGrenade::CanHolster( void ) { // can only holster hand grenades when not primed! return ( m_flStartThrow == 0 ); } void CHandGrenade::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) { SendWeaponAnim( HANDGRENADE_HOLSTER ); } else { // no more grenades! m_pPlayer->pev->weapons &= ~(1<nextthink = gpGlobals->time + 0.1; } EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } void CHandGrenade::PrimaryAttack() { if ( !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( void ) { if ( m_flReleaseThrow == 0 && m_flStartThrow ) m_flReleaseThrow = gpGlobals->time; if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if ( 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 ); float flVel = ( 90 - angThrow.x ) * 4; if ( flVel > 500 ) flVel = 500; 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 = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--; if ( !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 = UTIL_WeaponTimeBase() + 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 ( 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 ( 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 ); } }