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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Hand grenade
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "hl1mp_basecombatweapon_shared.h"
//#include "basecombatcharacter.h"
//#include "AI_BaseNPC.h"
#ifdef CLIENT_DLL
#include "hl1/hl1_c_player.h"
#else
#include "hl1_player.h"
#endif
#include "gamerules.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#else
#include "soundent.h"
#include "game.h"
#endif
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#ifdef CLIENT_DLL
#else
#include "hl1_basegrenade.h"
#endif
#define HANDGRENADE_MODEL "models/w_grenade.mdl"
#ifndef CLIENT_DLL
extern ConVar sk_plr_dmg_grenade;
//-----------------------------------------------------------------------------
// CHandGrenade
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( grenade_hand, CHandGrenade );
BEGIN_DATADESC( CHandGrenade ) DEFINE_ENTITYFUNC( BounceTouch ), END_DATADESC()
void CHandGrenade::Spawn( void ) { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE );
SetModel( HANDGRENADE_MODEL );
UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
m_bHasWarnedAI = false; }
void CHandGrenade::Precache( void ) { BaseClass::Precache( );
PrecacheScriptSound( "Weapon_HandGrenade.GrenadeBounce" );
PrecacheModel( HANDGRENADE_MODEL ); }
void CHandGrenade::ShootTimed( CBaseCombatCharacter *pOwner, Vector vecVelocity, float flTime ) { SetAbsVelocity( vecVelocity );
SetThrower( pOwner ); SetOwnerEntity( pOwner );
SetTouch( &CHandGrenade::BounceTouch ); // Bounce if touched
m_flDetonateTime = gpGlobals->curtime + flTime; SetThink( &CBaseGrenade::TumbleThink ); SetNextThink( gpGlobals->curtime + 0.1 ); if ( flTime < 0.1 ) { SetNextThink( gpGlobals->curtime ); SetAbsVelocity( vec3_origin ); }
// SetSequence( SelectWeightedSequence( ACT_GRENADE_TOSS ) );
SetSequence( 0 ); m_flPlaybackRate = 1.0;
SetAbsAngles( QAngle( 0,0,60) );
AngularImpulse angImpulse; angImpulse[0] = random->RandomInt( -200, 200 ); angImpulse[1] = random->RandomInt( 400, 500 ); angImpulse[2] = random->RandomInt( -100, 100 ); ApplyLocalAngularVelocityImpulse( angImpulse );
SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see
SetFriction( 0.8 );
SetDamage( sk_plr_dmg_grenade.GetFloat() ); SetDamageRadius( GetDamage() * 2.5 ); }
void CHandGrenade ::BounceSound( void ) { EmitSound( "Weapon_HandGrenade.GrenadeBounce" ); }
void CHandGrenade::BounceTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return;
// don't hit the guy that launched this grenade
if ( pOther == GetThrower() ) return;
// Do a special test for players
if ( pOther->IsPlayer() ) { // Never hit a player again (we'll explode and fixup anyway)
SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } // only do damage if we're moving fairly fast
if ( (pOther->m_takedamage != DAMAGE_NO) && (m_flNextAttack < gpGlobals->curtime && GetAbsVelocity().Length() > 100)) { if ( GetThrower() ) { trace_t tr; tr = CBaseEntity::GetTouchTrace( ); ClearMultiDamage( ); Vector forward; AngleVectors( GetAbsAngles(), &forward );
CTakeDamageInfo info( this, GetThrower(), 1, DMG_CLUB ); CalculateMeleeDamageForce( &info, forward, tr.endpos ); pOther->DispatchTraceAttack( info, forward, &tr ); ApplyMultiDamage(); } m_flNextAttack = gpGlobals->curtime + 1.0; // debounce
}
Vector vecTestVelocity; // m_vecAngVelocity = Vector (300, 300, 300);
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = GetAbsVelocity(); vecTestVelocity.z *= 0.45;
if ( !m_bHasWarnedAI && vecTestVelocity.Length() <= 60 ) { // grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
// emit the danger sound.
// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), m_flDamage / 0.4, 0.3 ); m_bHasWarnedAI = TRUE; }
// HACKHACK - On ground isn't always set, so look for ground underneath
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 ) { // add a bit of static friction
// SetAbsVelocity( GetAbsVelocity() * 0.8 );
SetSequence( SelectWeightedSequence( ACT_IDLE ) ); SetAbsAngles( vec3_angle ); }
// play bounce sound
BounceSound();
m_flPlaybackRate = GetAbsVelocity().Length() / 200.0; if (m_flPlaybackRate > 1.0) m_flPlaybackRate = 1; else if (m_flPlaybackRate < 0.5) m_flPlaybackRate = 0; }
#endif
#ifdef CLIENT_DLL
#define CWeaponHandGrenade C_WeaponHandGrenade
#endif
//-----------------------------------------------------------------------------
// CWeaponHandGrenade
//-----------------------------------------------------------------------------
class CWeaponHandGrenade : public CBaseHL1MPCombatWeapon { DECLARE_CLASS( CWeaponHandGrenade, CBaseHL1MPCombatWeapon ); public:
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponHandGrenade( void );
void Precache( void ); void PrimaryAttack( void ); void WeaponIdle( void ); bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
// DECLARE_SERVERCLASS();
DECLARE_DATADESC();
private: // float m_flStartThrow;
// float m_flReleaseThrow;
CNetworkVar( float, m_flStartThrow ); CNetworkVar( float, m_flReleaseThrow ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHandGrenade, DT_WeaponHandGrenade );
BEGIN_NETWORK_TABLE( CWeaponHandGrenade, DT_WeaponHandGrenade ) #ifdef CLIENT_DLL
RecvPropFloat( RECVINFO( m_flStartThrow ) ), RecvPropFloat( RECVINFO( m_flReleaseThrow ) ), #else
SendPropFloat( SENDINFO( m_flStartThrow ) ), SendPropFloat( SENDINFO( m_flReleaseThrow ) ), #endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponHandGrenade ) #ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_flStartThrow, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flReleaseThrow, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), #endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_handgrenade, CWeaponHandGrenade );
PRECACHE_WEAPON_REGISTER( weapon_handgrenade );
//IMPLEMENT_SERVERCLASS_ST( CWeaponHandGrenade, DT_WeaponHandGrenade )
//END_SEND_TABLE()
BEGIN_DATADESC( CWeaponHandGrenade ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponHandGrenade::CWeaponHandGrenade( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHandGrenade::Precache( void ) { #ifndef CLIENT_DLL
UTIL_PrecacheOther( "grenade_hand" ); #endif
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHandGrenade::PrimaryAttack( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; }
if ( ( m_flStartThrow <= 0 ) && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) { m_flStartThrow = gpGlobals->curtime; m_flReleaseThrow = 0;
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); } }
void CWeaponHandGrenade::WeaponIdle( void ) { if ( m_flReleaseThrow == 0 && m_flStartThrow ) m_flReleaseThrow = gpGlobals->curtime;
if ( !HasWeaponIdleTimeElapsed() ) return;
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; }
if ( m_flStartThrow ) { Vector vecAiming = pPlayer->GetAutoaimVector( 0 );
QAngle angThrow; VectorAngles( vecAiming, angThrow );
Vector vecUp; Vector vecRight; AngleVectors( angThrow, NULL, &vecRight, &vecUp );
if ( angThrow.x > 180 ) // player is pitching up
angThrow.x = -15 - ( 360 - angThrow.x ) * ( ( 90 - 10 ) / 90.0 ); else // player is pitching down
angThrow.x = -15 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
float flVel = ( 90 - angThrow.x ) * 4; if ( flVel > 500 ) flVel = 500;
Vector vecFwd; AngleVectors( angThrow, &vecFwd );
Vector vecSrc = pPlayer->EyePosition() + vecFwd * 16; Vector vecThrow = vecFwd * flVel + pPlayer->GetAbsVelocity();
QAngle angles; VectorAngles( vecThrow, angles ); #ifndef CLIENT_DLL
CHandGrenade *pGrenade = (CHandGrenade*)Create( "grenade_hand", vecSrc, angles ); if ( pGrenade ) { // always explode 3 seconds after the pin was pulled
float flTime = m_flStartThrow - gpGlobals->curtime + 3.0; if ( flTime < 0 ) { flTime = 0; }
pGrenade->ShootTimed( pPlayer, vecThrow, flTime ); } #endif
if ( flVel < 500 ) { SendWeaponAnim( ACT_HANDGRENADE_THROW1 ); } else if ( flVel < 1000 ) { SendWeaponAnim( ACT_HANDGRENADE_THROW2 ); } else { SendWeaponAnim( ACT_HANDGRENADE_THROW3 ); }
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flReleaseThrow = 0; m_flStartThrow = 0;
SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
return; } else if ( m_flReleaseThrow > 0 ) { // we've finished the throw, restart.
m_flStartThrow = 0;
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) { SendWeaponAnim( ACT_VM_DRAW ); } else { // RetireWeapon();
return; }
SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) ); m_flReleaseThrow = -1; return; }
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) { float flRand = random->RandomFloat( 0, 1 ); if ( flRand <= 0.75 ) { SendWeaponAnim( ACT_VM_IDLE ); SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );// how long till we do this again.
} else { SendWeaponAnim( ACT_VM_FIDGET ); } } }
bool CWeaponHandGrenade::Deploy( void ) { m_flReleaseThrow = -1;
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() ); }
bool CWeaponHandGrenade::Holster( CBaseCombatWeapon *pSwitchingTo ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return false; }
if ( m_flStartThrow > 0 ) { return false; }
if ( !BaseClass::Holster( pSwitchingTo ) ) { return false; }
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { #ifndef CLIENT_DLL
SetThink( &CWeaponHandGrenade::DestroyItem ); SetNextThink( gpGlobals->curtime + 0.1 ); #endif
}
pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
return true; }
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