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704 lines
19 KiB
704 lines
19 KiB
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbase.h"
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#include "gamerules.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "weapon_basecsgrenade.h"
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#include "in_buttons.h"
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#include "datacache/imdlcache.h"
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#include "cs_shareddefs.h"
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#include "HUD/sfweaponselection.h"
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#include "c_rumble.h"
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#include "rumble_shared.h"
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#else
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#include "cs_player.h"
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#include "items.h"
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#include "cs_gamestats.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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#define GRENADE_TIMER 1.5f //Seconds
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseCSGrenade, DT_BaseCSGrenade )
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BEGIN_NETWORK_TABLE(CBaseCSGrenade, DT_BaseCSGrenade)
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#ifndef CLIENT_DLL
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SendPropBool( SENDINFO(m_bRedraw) ),
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SendPropBool( SENDINFO(m_bIsHeldByPlayer) ),
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SendPropBool( SENDINFO(m_bPinPulled) ),
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SendPropFloat( SENDINFO(m_fThrowTime), 0, SPROP_NOSCALE ),
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SendPropBool( SENDINFO( m_bLoopingSoundPlaying ) ),
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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SendPropFloat( SENDINFO(m_flThrowStrength), 0, SPROP_NOSCALE ),
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#endif
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#else
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RecvPropBool( RECVINFO(m_bRedraw) ),
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RecvPropBool( RECVINFO(m_bIsHeldByPlayer) ),
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RecvPropBool( RECVINFO(m_bPinPulled) ),
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RecvPropFloat( RECVINFO(m_fThrowTime) ),
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RecvPropBool( RECVINFO( m_bLoopingSoundPlaying ) ),
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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RecvPropFloat( RECVINFO(m_flThrowStrength) ),
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#endif
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#endif
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END_NETWORK_TABLE()
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#if defined CLIENT_DLL
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BEGIN_PREDICTION_DATA( CBaseCSGrenade )
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DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bPinPulled, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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DEFINE_PRED_FIELD( m_flThrowStrength, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS_ALIASED( weapon_basecsgrenade, BaseCSGrenade );
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#ifndef CLIENT_DLL
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ConVar sv_ignoregrenaderadio( "sv_ignoregrenaderadio", "0", FCVAR_RELEASE, "Turn off Fire in the hole messages" );
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#endif
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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#define GRENADE_SECONDARY_DAMPENING 0.3f
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#define GRENADE_SECONDARY_LOWER 12.0f
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#define GRENADE_SECONDARY_TRANSITION 1.3f
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#define GRENADE_SECONDARY_INTERP 2.0f
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#endif
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CBaseCSGrenade::CBaseCSGrenade()
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{
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m_bRedraw = false;
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m_bIsHeldByPlayer = false;
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m_bPinPulled = false;
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m_fThrowTime = 0;
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m_bLoopingSoundPlaying = false;
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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m_flThrowStrength = 1.0f;
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m_flThrowStrengthClientSmooth = 1.0f;
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#endif
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#ifndef CLIENT_DLL
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m_bHasEmittedProjectile = false;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::Precache()
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseCSGrenade::Deploy()
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{
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m_bRedraw = false;
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m_bIsHeldByPlayer = true;
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m_bPinPulled = false;
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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m_flThrowStrength = 1.0f;
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m_flThrowStrengthClientSmooth = 1.0f;
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#endif
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m_fThrowTime = 0;
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#ifndef CLIENT_DLL
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// if we're officially out of grenades, ditch this weapon
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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pPlayer->Weapon_Drop( this, NULL, NULL );
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UTIL_Remove(this);
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return false;
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}
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#endif
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return BaseClass::Deploy();
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}
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#ifdef CLIENT_DLL
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int CBaseCSGrenade::DrawModel( int flags, const RenderableInstance_t &instance )
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{
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//hide the grenade that's in the player's hand while playing grenade throwing animations
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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{
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if ( !pPlayer->m_bUseNewAnimstate && pPlayer->m_PlayerAnimState && pPlayer->m_PlayerAnimState->ShouldHideGrenadeDuringThrow() )
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{
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return 0;
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}
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}
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return BaseClass::DrawModel( flags, instance );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseCSGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_bRedraw = false;
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// we don't want to set m_bIsHeldByPlayer to true because the weapon actually holsters before it's removed from the inventory after the last grenade has been thrown
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// this causes a visual bug in the weapon selection UI
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m_bPinPulled = false; // when this is holstered make sure the pin isnt pulled.
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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m_flThrowStrength = 1.0f;
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m_flThrowStrengthClientSmooth = 1.0f;
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#endif
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m_fThrowTime = 0;
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#ifndef CLIENT_DLL
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// If they attempt to switch weapons before the throw animation is done,
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// allow it, but kill the weapon if we have to.
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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CBaseCombatCharacter *pOwner = (CBaseCombatCharacter *)pPlayer;
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pOwner->Weapon_Drop( this );
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UTIL_Remove(this);
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}
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#endif
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::PrimaryAttack()
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{
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if ( !m_bIsHeldByPlayer || m_bPinPulled || m_fThrowTime > 0.0f )
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return;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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return;
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// Ensure that the player can use this grenade
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if ( !pPlayer->CanUseGrenade( GetCSWeaponID() ) )
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{
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return;
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}
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#ifndef CLIENT_DLL
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_GRENADE_PULL_PIN );
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#endif
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// The pull pin animation has to finish, then we wait until they aren't holding the primary
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// attack button, then throw the grenade.
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SendWeaponAnim( ACT_VM_PULLPIN );
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m_bPinPulled = true;
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// Don't let weapon idle interfere in the middle of a throw!
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MDLCACHE_CRITICAL_SECTION();
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::SecondaryAttack()
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{
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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if ( !m_bPinPulled )
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{
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m_flThrowStrength = 0.0f;
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m_flThrowStrengthClientSmooth = 0.0f;
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}
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if ( CSGameRules()->IsFreezePeriod() ) // Don't let Brian molotov the team during freezetime
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return;
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PrimaryAttack();
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return;
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#endif
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/*if ( m_bRedraw )
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return;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer == NULL )
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return;
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//See if we're ducking
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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//Send the weapon animation
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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}
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else
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{
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//Send the weapon animation
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SendWeaponAnim( ACT_VM_HAULBACK );
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}
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// Don't let weapon idle interfere in the middle of a throw!
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseCSGrenade::Reload()
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{
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if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
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{
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//Redraw the weapon
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SendWeaponAnim( ACT_VM_DRAW );
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//Update our times
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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//Mark this as done
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// m_bRedraw = false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPicker -
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::OnPickedUp( CBaseCombatCharacter *pNewOwner )
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{
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BaseClass::OnPickedUp( pNewOwner );
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#if !defined( CLIENT_DLL )
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if ( pNewOwner )
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{
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m_bIsHeldByPlayer = true;
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}
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#endif
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}
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void CBaseCSGrenade::ItemPreFrame()
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{
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BaseClass::ItemPreFrame();
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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#ifdef CLIENT_DLL
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//we want to control the grenade model's visibility so opt out of the fast path
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if (GetBaseAnimating())
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GetBaseAnimating()->SetAllowFastPath(false);
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#endif
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}
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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float CBaseCSGrenade::ApproachThrownStrength()
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{
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m_flThrowStrengthClientSmooth = Approach(
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m_flThrowStrength,
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m_flThrowStrengthClientSmooth,
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gpGlobals->frametime * GRENADE_SECONDARY_INTERP
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);
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return m_flThrowStrengthClientSmooth;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::ItemPostFrame()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
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if ( !vm )
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return;
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bool bPrimaryHeld = (pPlayer->m_nButtons & IN_ATTACK) != 0;
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bool bSecondaryHeld = (pPlayer->m_nButtons & IN_ATTACK2) != 0;
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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if ( m_bPinPulled && ( bPrimaryHeld || bSecondaryHeld ) )
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{
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float flIdealThrowStrength = 0.5f;
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if ( bPrimaryHeld )
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flIdealThrowStrength += 0.5f;
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if ( bSecondaryHeld )
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flIdealThrowStrength -= 0.5f;
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m_flThrowStrength = Approach( flIdealThrowStrength, m_flThrowStrength, gpGlobals->frametime * GRENADE_SECONDARY_TRANSITION );
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}
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#endif
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// If they let go of the fire buttons, they want to throw the grenade.
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if ( m_bPinPulled && !(bPrimaryHeld) && !(bSecondaryHeld) )
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{
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#ifndef CLIENT_DLL
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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if ( IsThrownUnderhand() )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE_UNDERHAND );
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}
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else
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#endif
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
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}
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#endif
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StartGrenadeThrow();
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MDLCACHE_CRITICAL_SECTION();
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m_bPinPulled = false;
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#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
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if ( IsThrownUnderhand() )
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{
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SendWeaponAnim( ACT_VM_RELEASE );
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}
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else
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#endif
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{
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SendWeaponAnim( ACT_VM_THROW );
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}
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); // we're still throwing, so reset our next primary attack
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#ifndef CLIENT_DLL
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IGameEvent * event = gameeventmanager->CreateEvent( "weapon_fire" );
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if( event )
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{
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const char *weaponName = STRING( m_iClassname );
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if ( IsWeaponClassname( weaponName ) )
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{
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weaponName += WEAPON_CLASSNAME_PREFIX_LENGTH;
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}
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event->SetInt( "userid", pPlayer->GetUserID() );
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event->SetString( "weapon", weaponName );
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event->SetBool( "silenced", false );
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gameeventmanager->FireEvent( event );
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}
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#else
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RumbleEffect( XBX_GetUserId( pPlayer->GetSplitScreenPlayerSlot() ), RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
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#endif
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}
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else if ((m_fThrowTime > 0) && (m_fThrowTime < gpGlobals->curtime))
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{
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// only decrement our ammo when we actually create the projectile
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DecrementAmmo( pPlayer );
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ThrowGrenade();
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}
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else if( !m_bIsHeldByPlayer )
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{
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// Has the throw animation finished playing
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if( m_flTimeWeaponIdle < gpGlobals->curtime )
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{
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// if we're officially out of grenades, ditch this weapon
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int nAmmoCount = pPlayer->GetAmmoCount(m_iPrimaryAmmoType);
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if( nAmmoCount <= 0 )
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{
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pPlayer->Weapon_Drop( this, NULL, NULL );
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#ifndef CLIENT_DLL
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//pPlayer->RemoveWeaponOnPlayer( this );
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UTIL_Remove(this);
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#endif
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}
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else
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{
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pPlayer->SwitchToNextBestWeapon( this );
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}
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#if defined (CLIENT_DLL)
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// when a grenade is removed, force the local player to update thier inventory screen
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C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pLocalPlayer && pLocalPlayer == pPlayer )
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{
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SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection );
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if ( pHudWS )
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{
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int nAmmoCount = pPlayer->GetAmmoCount(m_iPrimaryAmmoType);
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if ( nAmmoCount <= 0 )
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{
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pHudWS->ShowAndUpdateSelection( WEPSELECT_DROP, this );
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}
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else
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{
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// we need to tell the hud that this weapon still exists and then update the selected weapon
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pHudWS->ShowAndUpdateSelection( WEPSELECT_PICKUP, this );
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}
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}
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}
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#endif
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return; //don't animate this grenade any more!
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}
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}
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else if( !m_bRedraw )
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{
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BaseClass::ItemPostFrame();
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}
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}
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#ifdef CLIENT_DLL
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void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
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{
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}
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void CBaseCSGrenade::DropGrenade()
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{
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m_bRedraw = true;
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m_bIsHeldByPlayer = false;
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m_fThrowTime = 0.0f;
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}
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void CBaseCSGrenade::ThrowGrenade()
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{
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m_bRedraw = true;
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m_bIsHeldByPlayer = false;
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m_fThrowTime = 0.0f;
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CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
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if ( pHudSelection )
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{
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pHudSelection->OnWeaponDrop( this );
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}
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}
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void CBaseCSGrenade::StartGrenadeThrow()
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{
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m_fThrowTime = gpGlobals->curtime + 0.1f;
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}
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#else
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BEGIN_DATADESC( CBaseCSGrenade )
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DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bIsHeldByPlayer, FIELD_BOOLEAN ),
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END_DATADESC()
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int CBaseCSGrenade::CapabilitiesGet()
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{
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return bits_CAP_WEAPON_RANGE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOwner -
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//-----------------------------------------------------------------------------
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void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
|
|
{
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|
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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|
|
|
void CBaseCSGrenade::StartGrenadeThrow()
|
|
{
|
|
m_fThrowTime = gpGlobals->curtime + 0.1f;
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|
|
|
CBroadcastRecipientFilter filter;
|
|
CSoundParameters params;
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|
if ( GetParametersForSound( GetShootSound( SINGLE ), params, NULL ) )
|
|
{
|
|
//CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), GetShootSound( SINGLE ));
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}
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|
|
|
//WeaponSound(SINGLE, gpGlobals->curtime + 3.0f);
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|
}
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|
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void CBaseCSGrenade::ThrowGrenade()
|
|
{
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|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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|
if ( !pPlayer )
|
|
{
|
|
Assert( false );
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|
return;
|
|
}
|
|
|
|
QAngle angThrow = pPlayer->GetFinalAimAngle();
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|
|
|
if ( angThrow[PITCH] > 90.0f )
|
|
{
|
|
angThrow[PITCH] -= 360.0f;
|
|
}
|
|
else if ( angThrow[PITCH] < -90.0f )
|
|
{
|
|
angThrow[PITCH] += 360.0f;
|
|
}
|
|
|
|
AssertMsg( angThrow[PITCH] <= 90.0f && angThrow[PITCH] >= -90.0f, "Grenade throw pitch angle must be between -90 and 90 for the adustments to work.");
|
|
|
|
// NB. a pitch of +90 is looking straight down, -90 is looking straight up
|
|
|
|
// add a 10 degrees upwards angle to the throw when looking horizontal, lerp the upwards boost to 0 at the pitch extremes
|
|
angThrow[PITCH] -= 10.0f * (90.0f - fabsf(angThrow[PITCH])) / 90.0f;
|
|
|
|
const float kBaseVelocity = GetThrowVelocity();
|
|
//const float kThrowVelocityClampRatio = 750.0f / 540.0f; // from original CSS values
|
|
|
|
//float flVel = clamp((90 - angThrow.x) / 90, 0.0f, kThrowVelocityClampRatio) * kBaseVelocity;
|
|
float flVel = clamp( (kBaseVelocity * 0.9f), 15, 750 );
|
|
|
|
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
|
|
//clamp the throw strength ranges just to be sure
|
|
float flClampedThrowStrength = m_flThrowStrength;
|
|
flClampedThrowStrength = clamp( flClampedThrowStrength, 0.0f, 1.0f );
|
|
|
|
flVel *= Lerp( flClampedThrowStrength, GRENADE_SECONDARY_DAMPENING, 1.0f );
|
|
#endif
|
|
Vector vForward;
|
|
AngleVectors( angThrow, &vForward );
|
|
|
|
Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
|
|
|
|
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
|
|
vecSrc += Vector(0, 0, Lerp( flClampedThrowStrength, -GRENADE_SECONDARY_LOWER, 0.0f ) );
|
|
#endif
|
|
// We want to throw the grenade from 16 units out. But that can cause problems if we're facing
|
|
// a thin wall. Do a hull trace to be safe.
|
|
// Wills: Moved the trace length out to 22 inches, then subtract 6. This way we default to 16,
|
|
// but pull back 6 from wherever we hit, so we don't emit from EXACTLY inside the close surface, which can lead to
|
|
// the grenade penetrating the wall anyway.
|
|
trace_t trace;
|
|
Vector mins( -2, -2, -2 );
|
|
Vector maxs( 2, 2, 2 );
|
|
UTIL_TraceHull( vecSrc, vecSrc + vForward * 22, mins, maxs, MASK_SOLID | CONTENTS_GRENADECLIP, pPlayer, COLLISION_GROUP_NONE, &trace );
|
|
vecSrc = trace.endpos - (vForward * 6);
|
|
|
|
Vector vecThrow = vForward * flVel + (pPlayer->GetAbsVelocity() * 1.25);
|
|
|
|
EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GetCSWpnData() );
|
|
|
|
m_bHasEmittedProjectile = true; // Flag the grenade weapon as having emitted a projectile. The 'grenade' is now flying away from the player, so we don't want to drop *this* grenade on death (that'll make a duplicate)
|
|
|
|
m_bRedraw = true;
|
|
m_bIsHeldByPlayer = false;
|
|
m_fThrowTime = 0.0f;
|
|
|
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
|
|
|
if ( pCSPlayer )
|
|
{
|
|
int iWeaponId = GetCSWeaponID();
|
|
|
|
pCSPlayer->PlayerUsedGrenade( iWeaponId );
|
|
|
|
if ( !sv_ignoregrenaderadio.GetBool() )
|
|
{
|
|
if ( iWeaponId == WEAPON_FLASHBANG )
|
|
pCSPlayer->Radio( "Radio.Flashbang", "#SFUI_TitlesTXT_Flashbang_in_the_hole", true );
|
|
else if ( iWeaponId == WEAPON_SMOKEGRENADE )
|
|
pCSPlayer->Radio( "Radio.Smoke", "#SFUI_TitlesTXT_Smoke_in_the_hole", true );
|
|
else if ( iWeaponId == WEAPON_MOLOTOV )
|
|
pCSPlayer->Radio( "Radio.Molotov", "#SFUI_TitlesTXT_Molotov_in_the_hole", true );
|
|
else if ( iWeaponId == WEAPON_INCGRENADE )
|
|
pCSPlayer->Radio( "Radio.Incendiary", "#SFUI_TitlesTXT_Incendiary_in_the_hole", true );
|
|
else if ( iWeaponId == WEAPON_DECOY )
|
|
pCSPlayer->Radio( "Radio.Decoy", "#SFUI_TitlesTXT_Decoy_in_the_hole", true );
|
|
else
|
|
pCSPlayer->Radio( "Radio.FireInTheHole", "#SFUI_TitlesTXT_Fire_in_the_hole", true );
|
|
}
|
|
CCS_GameStats.IncrementStat( pCSPlayer, CSSTAT_GRENADES_THROWN, 1 );
|
|
}
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "grenade_thrown" );
|
|
if ( event )
|
|
{
|
|
const char *weaponName = STRING( m_iClassname );
|
|
if ( IsWeaponClassname( weaponName ) )
|
|
{
|
|
weaponName += WEAPON_CLASSNAME_PREFIX_LENGTH;
|
|
}
|
|
|
|
event->SetInt( "userid", pPlayer->GetUserID() );
|
|
event->SetString( "weapon", weaponName );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
|
|
void CBaseCSGrenade::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, GetCSWpnData() );
|
|
|
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
|
if( pCSPlayer )
|
|
{
|
|
CCS_GameStats.IncrementStat( pCSPlayer, CSSTAT_GRENADES_THROWN, 1 );
|
|
}
|
|
|
|
m_bRedraw = true;
|
|
m_bIsHeldByPlayer = false;
|
|
m_fThrowTime = 0.0f;
|
|
}
|
|
|
|
void CBaseCSGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo )
|
|
{
|
|
Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
|
|
}
|
|
|
|
bool CBaseCSGrenade::AllowsAutoSwitchFrom( void ) const
|
|
{
|
|
return !m_bPinPulled;
|
|
}
|
|
|
|
#endif
|
|
|