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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "gamerules.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#if defined( CLIENT_DLL )
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#include "grenade_tripmine.h"
#include "grenade_satchel.h"
#include "entitylist.h"
#include "eventqueue.h"
#endif
#include "hl2mp/weapon_slam.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SLAM_PRIMARY_VOLUME 450
IMPLEMENT_NETWORKCLASS_ALIASED( Weapon_SLAM, DT_Weapon_SLAM )
BEGIN_NETWORK_TABLE( CWeapon_SLAM, DT_Weapon_SLAM ) #ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_tSlamState ) ), RecvPropBool( RECVINFO( m_bDetonatorArmed ) ), RecvPropBool( RECVINFO( m_bNeedDetonatorDraw ) ), RecvPropBool( RECVINFO( m_bNeedDetonatorHolster ) ), RecvPropBool( RECVINFO( m_bNeedReload ) ), RecvPropBool( RECVINFO( m_bClearReload ) ), RecvPropBool( RECVINFO( m_bThrowSatchel ) ), RecvPropBool( RECVINFO( m_bAttachSatchel ) ), RecvPropBool( RECVINFO( m_bAttachTripmine ) ), #else
SendPropInt( SENDINFO( m_tSlamState ) ), SendPropBool( SENDINFO( m_bDetonatorArmed ) ), SendPropBool( SENDINFO( m_bNeedDetonatorDraw ) ), SendPropBool( SENDINFO( m_bNeedDetonatorHolster ) ), SendPropBool( SENDINFO( m_bNeedReload ) ), SendPropBool( SENDINFO( m_bClearReload ) ), SendPropBool( SENDINFO( m_bThrowSatchel ) ), SendPropBool( SENDINFO( m_bAttachSatchel ) ), SendPropBool( SENDINFO( m_bAttachTripmine ) ), #endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeapon_SLAM ) DEFINE_PRED_FIELD( m_tSlamState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bDetonatorArmed, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bNeedDetonatorDraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bNeedDetonatorHolster, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bNeedReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bClearReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bThrowSatchel, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bAttachSatchel, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bAttachTripmine, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_slam, CWeapon_SLAM ); PRECACHE_WEAPON_REGISTER(weapon_slam);
#ifndef CLIENT_DLL
BEGIN_DATADESC( CWeapon_SLAM )
DEFINE_FIELD( m_tSlamState, FIELD_INTEGER ), DEFINE_FIELD( m_bDetonatorArmed, FIELD_BOOLEAN ), DEFINE_FIELD( m_bNeedDetonatorDraw, FIELD_BOOLEAN ), DEFINE_FIELD( m_bNeedDetonatorHolster, FIELD_BOOLEAN ), DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bThrowSatchel, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAttachSatchel, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAttachTripmine, FIELD_BOOLEAN ), DEFINE_FIELD( m_flWallSwitchTime, FIELD_TIME ),
// Function Pointers
DEFINE_FUNCTION( SlamTouch ),
END_DATADESC()
acttable_t CWeapon_SLAM::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SLAM, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SLAM, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SLAM, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SLAM, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SLAM, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false }, };
IMPLEMENT_ACTTABLE(CWeapon_SLAM); #endif
void CWeapon_SLAM::Spawn( ) { BaseClass::Spawn();
Precache( );
FallInit();// get ready to fall down
m_tSlamState = (int)SLAM_SATCHEL_THROW; m_flWallSwitchTime = 0;
// Give 1 piece of default ammo when first picked up
m_iClip2 = 1; }
void CWeapon_SLAM::Precache( void ) { BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "npc_tripmine" ); UTIL_PrecacheOther( "npc_satchel" ); #endif
PrecacheScriptSound( "Weapon_SLAM.TripMineMode" ); PrecacheScriptSound( "Weapon_SLAM.SatchelDetonate" ); PrecacheScriptSound( "Weapon_SLAM.SatchelThrow" ); }
//------------------------------------------------------------------------------
// Purpose : Override to use slam's pickup touch function
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeapon_SLAM::SetPickupTouch( void ) { SetTouch(&CWeapon_SLAM::SlamTouch); }
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SlamTouch( CBaseEntity *pOther ) { #ifdef GAME_DLL
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
// Can I even pick stuff up?
if ( pBCC && !pBCC->IsAllowedToPickupWeapons() ) return; #endif
// ---------------------------------------------------
// First give weapon to touching entity if allowed
// ---------------------------------------------------
BaseClass::DefaultTouch(pOther); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool CWeapon_SLAM::Holster( CBaseCombatWeapon *pSwitchingTo ) { SetThink(NULL); return BaseClass::Holster(pSwitchingTo); }
//-----------------------------------------------------------------------------
// Purpose: SLAM has no reload, but must call weapon idle to update state
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::Reload( void ) { WeaponIdle( ); return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::PrimaryAttack( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; }
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) { return; }
switch (m_tSlamState) { case SLAM_TRIPMINE_READY: if (CanAttachSLAM()) { StartTripmineAttach(); } break; case SLAM_SATCHEL_THROW: StartSatchelThrow(); break; case SLAM_SATCHEL_ATTACH: StartSatchelAttach(); break; } }
//-----------------------------------------------------------------------------
// Purpose: Secondary attack switches between satchel charge and tripmine mode
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SecondaryAttack( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; }
if (m_bDetonatorArmed) { StartSatchelDetonate(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelDetonate() { #ifndef CLIENT_DLL
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL) { CSatchelCharge *pSatchel = dynamic_cast<CSatchelCharge *>(pEntity); if (pSatchel->m_bIsLive && pSatchel->GetThrower() && GetOwner() && pSatchel->GetThrower() == GetOwner()) { //pSatchel->Use( GetOwner(), GetOwner(), USE_ON, 0 );
//variant_t emptyVariant;
//pSatchel->AcceptInput( "Explode", NULL, NULL, emptyVariant, 5 );
g_EventQueue.AddEvent( pSatchel, "Explode", 0.20, GetOwner(), GetOwner() ); } } #endif
// Play sound for pressing the detonator
EmitSound( "Weapon_SLAM.SatchelDetonate" );
m_bDetonatorArmed = false; }
//-----------------------------------------------------------------------------
// Purpose: Returns true if there are any undetonated charges in the world
// that belong to this player
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::AnyUndetonatedCharges(void) { #ifndef CLIENT_DLL
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL) { CSatchelCharge* pSatchel = dynamic_cast<CSatchelCharge *>(pEntity); if (pSatchel->m_bIsLive && pSatchel->GetThrower() && pSatchel->GetThrower() == GetOwner()) { return true; } } #endif
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartSatchelDetonate() {
if ( GetActivity() != ACT_SLAM_DETONATOR_IDLE && GetActivity() != ACT_SLAM_THROW_IDLE ) return; // -----------------------------------------
// Play detonate animation
// -----------------------------------------
if (m_bNeedReload) { SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE); } else if (m_tSlamState == SLAM_SATCHEL_ATTACH) { SendWeaponAnim(ACT_SLAM_STICKWALL_DETONATE); } else if (m_tSlamState == SLAM_SATCHEL_THROW) { SendWeaponAnim(ACT_SLAM_THROW_DETONATE); } else { return; } SatchelDetonate();
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::TripmineAttach( void ) { CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); if (!pOwner) { return; }
m_bAttachTripmine = false;
Vector vecSrc, vecAiming;
// Take the eye position and direction
vecSrc = pOwner->EyePosition(); QAngle angles = pOwner->GetLocalAngles();
AngleVectors( angles, &vecAiming );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) {
#ifndef CLIENT_DLL
QAngle angles; VectorAngles(tr.plane.normal, angles);
angles.x += 90;
CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripmine", tr.endpos + tr.plane.normal * 3, angles, NULL );
CTripmineGrenade *pMine = (CTripmineGrenade *)pEnt; pMine->m_hOwner = GetOwner();
#endif
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartTripmineAttach( void ) { // Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; }
Vector vecSrc, vecAiming;
// Take the eye position and direction
vecSrc = pPlayer->EyePosition(); QAngle angles = pPlayer->GetLocalAngles();
AngleVectors( angles, &vecAiming );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { // ALERT( at_console, "hit %f\n", tr.flFraction );
CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) { // player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// -----------------------------------------
// Play attach animation
// -----------------------------------------
if (m_bDetonatorArmed) { SendWeaponAnim(ACT_SLAM_STICKWALL_ATTACH); } else { SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH); }
m_bNeedReload = true; m_bAttachTripmine = true; m_bNeedDetonatorDraw = m_bDetonatorArmed; } else { // ALERT( at_console, "no deploy\n" );
} } m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); // SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelThrow( void ) { #ifndef CLIENT_DLL
m_bThrowSatchel = false;
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Vector vecSrc = pPlayer->WorldSpaceCenter(); Vector vecFacing = pPlayer->BodyDirection3D( ); vecSrc = vecSrc + vecFacing * 18.0; // BUGBUG: is this because vecSrc is not from Weapon_ShootPosition()???
vecSrc.z += 24.0f;
Vector vecThrow; GetOwner()->GetVelocity( &vecThrow, NULL ); vecThrow += vecFacing * 500;
// Player may have turned to face a wall during the throw anim in which case
// we don't want to throw the SLAM into the wall
if (CanAttachSLAM()) { vecThrow = vecFacing; vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0; }
CSatchelCharge *pSatchel = (CSatchelCharge*)Create( "npc_satchel", vecSrc, vec3_angle, GetOwner() );
if ( pSatchel ) { pSatchel->SetThrower( GetOwner() ); pSatchel->ApplyAbsVelocityImpulse( vecThrow ); pSatchel->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) ); pSatchel->m_bIsLive = true; pSatchel->m_pMyWeaponSLAM = this; }
pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif
// Play throw sound
EmitSound( "Weapon_SLAM.SatchelThrow" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartSatchelThrow( void ) { // -----------------------------------------
// Play throw animation
// -----------------------------------------
if (m_bDetonatorArmed) { SendWeaponAnim(ACT_SLAM_THROW_THROW); } else { SendWeaponAnim(ACT_SLAM_THROW_THROW_ND); if (!m_bDetonatorArmed) { m_bDetonatorArmed = true; m_bNeedDetonatorDraw = true; } } m_bNeedReload = true; m_bThrowSatchel = true;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelAttach( void ) { #ifndef CLIENT_DLL
CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; }
m_bAttachSatchel = false;
Vector vecSrc = pOwner->Weapon_ShootPosition( ); Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) { QAngle angles; VectorAngles(tr.plane.normal, angles); angles.y -= 90; angles.z -= 90; tr.endpos.z -= 6.0f; CSatchelCharge *pSatchel = (CSatchelCharge*)CBaseEntity::Create( "npc_satchel", tr.endpos + tr.plane.normal * 3, angles, NULL ); pSatchel->SetMoveType( MOVETYPE_FLY ); // no gravity
pSatchel->m_bIsAttached = true; pSatchel->m_bIsLive = true; pSatchel->SetThrower( GetOwner() ); pSatchel->SetOwnerEntity( ((CBaseEntity*)GetOwner()) ); pSatchel->m_pMyWeaponSLAM = this;
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartSatchelAttach( void ) { #ifndef CLIENT_DLL
CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; }
Vector vecSrc = pOwner->Weapon_ShootPosition( ); Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) { // Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// -----------------------------------------
// Play attach animation
// -----------------------------------------
if (m_bDetonatorArmed) { SendWeaponAnim(ACT_SLAM_STICKWALL_ATTACH); } else { SendWeaponAnim(ACT_SLAM_STICKWALL_ND_ATTACH); if (!m_bDetonatorArmed) { m_bDetonatorArmed = true; m_bNeedDetonatorDraw = true; } } m_bNeedReload = true; m_bAttachSatchel = true;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SetSlamState( int newState ) { // Set set and set idle time so animation gets updated with state change
m_tSlamState = newState; SetWeaponIdleTime( gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SLAMThink( void ) { if ( m_flWallSwitchTime > gpGlobals->curtime ) return;
// If not in tripmine mode we need to check to see if we are close to
// a wall. If we are we go into satchel_attach mode
CBaseCombatCharacter *pOwner = GetOwner();
if ( (pOwner && pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)) { if (CanAttachSLAM()) { if (m_tSlamState == SLAM_SATCHEL_THROW) { SetSlamState(SLAM_TRIPMINE_READY); int iAnim = m_bDetonatorArmed ? ACT_SLAM_THROW_TO_STICKWALL : ACT_SLAM_THROW_TO_TRIPMINE_ND; SendWeaponAnim( iAnim ); m_flWallSwitchTime = gpGlobals->curtime + SequenceDuration(); m_bNeedReload = false; } } else { if (m_tSlamState == SLAM_TRIPMINE_READY) { SetSlamState(SLAM_SATCHEL_THROW); int iAnim = m_bDetonatorArmed ? ACT_SLAM_STICKWALL_TO_THROW : ACT_SLAM_TRIPMINE_TO_THROW_ND; SendWeaponAnim( iAnim ); m_flWallSwitchTime = gpGlobals->curtime + SequenceDuration(); m_bNeedReload = false; } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon_SLAM::CanAttachSLAM( void ) { CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() );
if (!pOwner) { return false; }
Vector vecSrc, vecAiming;
// Take the eye position and direction
vecSrc = pOwner->EyePosition(); QAngle angles = pOwner->GetLocalAngles();
AngleVectors( angles, &vecAiming );
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * 42); UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { // Don't attach to a living creature
if (tr.m_pEnt) { CBaseEntity *pEntity = tr.m_pEnt; CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity ); if (pBCC) { return false; } } return true; } else { return false; } }
//-----------------------------------------------------------------------------
// Purpose: Override so SLAM to so secondary attack when no secondary ammo
// but satchel is in the world
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; }
SLAMThink();
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) { SecondaryAttack(); } else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { PrimaryAttack(); }
// -----------------------
// No buttons down
// -----------------------
else { WeaponIdle( ); return; } }
//-----------------------------------------------------------------------------
// Purpose: Switch to next best weapon
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::Weapon_Switch( void ) { // Note that we may pick the SLAM again, when we switch
// weapons, in which case we have to save and restore the
// detonator armed state.
// The SLAMs may be about to blow up, but haven't done so yet
// and the deploy function will find the undetonated charges
// and we are armed
bool saveState = m_bDetonatorArmed; CBaseCombatCharacter *pOwner = GetOwner(); pOwner->SwitchToNextBestWeapon( pOwner->GetActiveWeapon() ); if (pOwner->GetActiveWeapon() == this) { m_bDetonatorArmed = saveState; }
#ifndef CLIENT_DLL
// If not armed and have no ammo
if (!m_bDetonatorArmed && pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) { pOwner->ClearActiveWeapon(); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::WeaponIdle( void ) { // Ready to switch animations?
if ( HasWeaponIdleTimeElapsed() ) { // Don't allow throw to attach switch unless in idle
if (m_bClearReload) { m_bNeedReload = false; m_bClearReload = false; } CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; }
int iAnim = 0;
if (m_bThrowSatchel) { SatchelThrow(); if (m_bDetonatorArmed && !m_bNeedDetonatorDraw) { iAnim = ACT_SLAM_THROW_THROW2; } else { iAnim = ACT_SLAM_THROW_THROW_ND2; } } else if (m_bAttachSatchel) { SatchelAttach(); if (m_bDetonatorArmed && !m_bNeedDetonatorDraw) { iAnim = ACT_SLAM_STICKWALL_ATTACH2; } else { iAnim = ACT_SLAM_STICKWALL_ND_ATTACH2; } } else if (m_bAttachTripmine) { TripmineAttach(); iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_STICKWALL_ATTACH2 : ACT_SLAM_TRIPMINE_ATTACH2; } else if ( m_bNeedReload ) { // If owner had ammo draw the correct SLAM type
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0) { switch( m_tSlamState) { case SLAM_TRIPMINE_READY: { iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_STICKWALL_DRAW : ACT_SLAM_TRIPMINE_DRAW; } break; case SLAM_SATCHEL_ATTACH: { if (m_bNeedDetonatorHolster) { iAnim = ACT_SLAM_STICKWALL_DETONATOR_HOLSTER; m_bNeedDetonatorHolster = false; } else if (m_bDetonatorArmed) { iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_DETONATOR_STICKWALL_DRAW : ACT_SLAM_STICKWALL_DRAW; m_bNeedDetonatorDraw = false; } else { iAnim = ACT_SLAM_STICKWALL_ND_DRAW; } } break; case SLAM_SATCHEL_THROW: { if (m_bNeedDetonatorHolster) { iAnim = ACT_SLAM_THROW_DETONATOR_HOLSTER; m_bNeedDetonatorHolster = false; } else if (m_bDetonatorArmed) { iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_DETONATOR_THROW_DRAW : ACT_SLAM_THROW_DRAW; m_bNeedDetonatorDraw = false; } else { iAnim = ACT_SLAM_THROW_ND_DRAW; } } break; } m_bClearReload = true; } // If no ammo and armed, idle with only the detonator
else if (m_bDetonatorArmed) { iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_DETONATOR_DRAW : ACT_SLAM_DETONATOR_IDLE; m_bNeedDetonatorDraw = false; } else { #ifndef CLIENT_DLL
pOwner->Weapon_Drop( this ); UTIL_Remove(this); #endif
} } else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) { #ifndef CLIENT_DLL
pOwner->Weapon_Drop( this ); UTIL_Remove(this); #endif
}
// If I don't need to reload just do the appropriate idle
else { switch( m_tSlamState) { case SLAM_TRIPMINE_READY: { iAnim = m_bDetonatorArmed ? ACT_SLAM_STICKWALL_IDLE : ACT_SLAM_TRIPMINE_IDLE; m_flWallSwitchTime = 0; } break; case SLAM_SATCHEL_THROW: { if (m_bNeedDetonatorHolster) { iAnim = ACT_SLAM_THROW_DETONATOR_HOLSTER; m_bNeedDetonatorHolster = false; } else { iAnim = m_bDetonatorArmed ? ACT_SLAM_THROW_IDLE : ACT_SLAM_THROW_ND_IDLE; m_flWallSwitchTime = 0; } } break; case SLAM_SATCHEL_ATTACH: { if (m_bNeedDetonatorHolster) { iAnim = ACT_SLAM_STICKWALL_DETONATOR_HOLSTER; m_bNeedDetonatorHolster = false; } else { iAnim = m_bDetonatorArmed ? ACT_SLAM_STICKWALL_IDLE : ACT_SLAM_TRIPMINE_IDLE; m_flWallSwitchTime = 0; } } break; } } SendWeaponAnim( iAnim ); } }
bool CWeapon_SLAM::Deploy( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return false; }
m_bDetonatorArmed = AnyUndetonatedCharges();
SetModel( GetViewModel() );
m_tSlamState = (int)SLAM_SATCHEL_THROW;
// ------------------------------
// Pick the right draw animation
// ------------------------------
int iActivity;
// If detonator is already armed
m_bNeedReload = false; if (m_bDetonatorArmed) { if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) { iActivity = ACT_SLAM_DETONATOR_DRAW; m_bNeedReload = true; } else if (CanAttachSLAM()) { iActivity = ACT_SLAM_DETONATOR_STICKWALL_DRAW; SetSlamState(SLAM_TRIPMINE_READY); } else { iActivity = ACT_SLAM_DETONATOR_THROW_DRAW; SetSlamState(SLAM_SATCHEL_THROW); } } else { if (CanAttachSLAM()) { iActivity = ACT_SLAM_TRIPMINE_DRAW; SetSlamState(SLAM_TRIPMINE_READY); } else { iActivity = ACT_SLAM_THROW_ND_DRAW; SetSlamState(SLAM_SATCHEL_THROW); } }
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() ); }
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CWeapon_SLAM::CWeapon_SLAM(void) { m_tSlamState = (int)SLAM_SATCHEL_THROW; m_bDetonatorArmed = false; m_bNeedReload = true; m_bClearReload = false; m_bThrowSatchel = false; m_bAttachSatchel = false; m_bAttachTripmine = false; m_bNeedDetonatorDraw = false; m_bNeedDetonatorHolster = false; }
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