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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_dod_shared.h"
#include "weapon_riflegrenade.h"
#ifdef CLIENT_DLL
#include "prediction.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
BEGIN_NETWORK_TABLE( CWeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponBaseRifleGrenade ) END_PREDICTION_DATA()
CWeaponBaseRifleGrenade::CWeaponBaseRifleGrenade() { }
void CWeaponBaseRifleGrenade::Spawn() { BaseClass::Spawn(); }
void CWeaponBaseRifleGrenade::PrimaryAttack( void ) { CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
Assert( pPlayer );
// Out of ammo?
if ( m_iClip1 <= 0 ) { if (m_bFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; } return; }
if( pPlayer->GetWaterLevel() > 2 ) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; return; }
// decrement before calling PlayPrimaryAttackAnim, so we can play the empty anim if necessary
m_iClip1--;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifdef CLIENT_DLL
if( pPlayer && !pPlayer->IsDormant() ) pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN ); #else
if( pPlayer ) pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN ); #endif
#ifndef CLIENT_DLL
ShootGrenade(); #endif
WeaponSound( SINGLE );
DoFireEffects();
#ifdef CLIENT_DLL
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if ( prediction->IsFirstTimePredicted() ) p->DoRecoil( GetWeaponID(), GetRecoil() ); #endif
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireDelay(); m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
#ifndef CLIENT_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" ); if ( event ) { event->SetInt( "attacker", pPlayer->GetUserID() ); event->SetInt( "weapon", GetStatsWeaponID() );
gameeventmanager->FireEvent( event ); } #endif //CLIENT_DLL
}
Activity CWeaponBaseRifleGrenade::GetDrawActivity( void ) { return ( (m_iClip1 <= 0 ) ? ACT_VM_DRAW_EMPTY : ACT_VM_DRAW ); }
Activity CWeaponBaseRifleGrenade::GetIdleActivity( void ) { return ( (m_iClip1 <= 0 ) ? ACT_VM_IDLE_EMPTY : ACT_VM_IDLE ); }
bool CWeaponBaseRifleGrenade::Holster( CBaseCombatWeapon *pSwitchingTo ) { #ifndef CLIENT_DLL
// If they attempt to switch weapons before the throw animation is done,
// allow it, but kill the weapon if we have to.
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if( pPlayer && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0 ) { pPlayer->Weapon_Drop( this, NULL, NULL ); UTIL_Remove(this); return true; } #endif
return BaseClass::Holster( pSwitchingTo ); }
// weapon idle to destroy weapon if empty
void CWeaponBaseRifleGrenade::WeaponIdle( void ) { #ifndef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0) { pPlayer->Weapon_Drop( this, NULL, NULL ); UTIL_Remove(this); return; } #endif
BaseClass::WeaponIdle(); }
#define DOD_RIFLEGRENADE_SPEED 2000
extern ConVar dod_grenadegravity;
#ifndef CLIENT_DLL
void CWeaponBaseRifleGrenade::ShootGrenade( void ) { CDODPlayer *pPlayer = ToDODPlayer( GetOwner() ); if ( !pPlayer ) { Assert( false ); return; }
QAngle angThrow = pPlayer->LocalEyeAngles();
Vector vForward, vRight, vUp; AngleVectors( angThrow, &vForward, &vRight, &vUp );
Vector eyes = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset(); Vector vecSrc = eyes; Vector vecThrow = vForward * DOD_RIFLEGRENADE_SPEED;
// raise origin enough so that you can't shoot it straight down through the world
if ( pPlayer->m_Shared.IsProne() ) { vecSrc.z += 16; }
SetCollisionGroup( COLLISION_GROUP_WEAPON );
QAngle angles; VectorAngles( -vecThrow, angles );
// estimate angular velocity based on initial conditions
// uses a constant ang velocity instead of the derivative of the flight path, oh well.
AngularImpulse angImpulse; angImpulse.Init();
if ( vecThrow.z > 0 ) angImpulse.y = -angles.x / ( sqrt( (-2 * vecThrow.z) / dod_grenadegravity.GetFloat() )); else angImpulse.y = -10; EmitGrenade( vecSrc, angles, vecThrow, angImpulse, pPlayer, RIFLEGRENADE_FUSE_LENGTH ); }
void CWeaponBaseRifleGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime ) { Assert( !"Deriving classes should define this" ); }
#endif
bool CWeaponBaseRifleGrenade::CanDeploy( void ) { // does the player own the weapon that fires this grenade?
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer ) return false;
CBaseCombatWeapon *pOwnedWeapon = pPlayer->Weapon_OwnsThisType( GetCompanionWeaponName() );
if ( pOwnedWeapon == NULL ) return false;
return BaseClass::CanDeploy(); }
const char *CWeaponBaseRifleGrenade::GetCompanionWeaponName( void ) { Assert( !"Should not call this version. Inheriting classes must implement." ); return ""; }
float CWeaponBaseRifleGrenade::GetRecoil( void ) { CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if( p && p->m_Shared.IsInMGDeploy() ) { return 0.0f; }
return 10; }
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