#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_flashbang, CFlashbang, CCSFlashbang) void CFlashbang::Spawn() { Precache(); m_iId = WEAPON_FLASHBANG; SET_MODEL(edict(), "models/w_flashbang.mdl"); pev->dmg = 4; m_iDefaultAmmo = FLASHBANG_DEFAULT_GIVE; m_flStartThrow = 0; m_flReleaseThrow = -1.0f; m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CFlashbang::Precache() { PRECACHE_MODEL("models/v_flashbang.mdl"); PRECACHE_MODEL("models/shield/v_shield_flashbang.mdl"); PRECACHE_SOUND("weapons/flashbang-1.wav"); PRECACHE_SOUND("weapons/flashbang-2.wav"); PRECACHE_SOUND("weapons/pinpull.wav"); } int CFlashbang::GetItemInfo(ItemInfo *p) { auto info = GetWeaponInfo(WEAPON_FLASHBANG); p->pszName = STRING(pev->classname); p->pszAmmo1 = "Flashbang"; p->iMaxAmmo1 = info ? info->maxRounds : MAX_AMMO_FLASHBANG; p->iMaxClip = info ? info->gunClipSize : WEAPON_NOCLIP; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iSlot = 3; p->iPosition = 2; p->iId = m_iId = WEAPON_FLASHBANG; p->iWeight = FLASHBANG_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CFlashbang::Deploy() { m_flReleaseThrow = -1.0f; m_fMaxSpeed = FLASHBANG_MAX_SPEED; m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_pPlayer->m_bShieldDrawn = false; if (m_pPlayer->HasShield()) return DefaultDeploy("models/shield/v_shield_flashbang.mdl", "models/shield/p_shield_flashbang.mdl", FLASHBANG_DRAW, "shieldgren", UseDecrement() != FALSE); else return DefaultDeploy("models/v_flashbang.mdl", "models/p_flashbang.mdl", FLASHBANG_DRAW, "grenade", UseDecrement() != FALSE); } void CFlashbang::Holster(int skiplocal) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { #ifndef REGAMEDLL_FIXES // Moved to DestroyItem() m_pPlayer->pev->weapons &= ~(1 << WEAPON_FLASHBANG); #endif DestroyItem(); } m_flStartThrow = 0; m_flReleaseThrow = -1.0f; } void CFlashbang::PrimaryAttack() { if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { return; } if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) { m_flReleaseThrow = 0; m_flStartThrow = gpGlobals->time; SendWeaponAnim(FLASHBANG_PULLPIN, UseDecrement() != FALSE); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; } } bool CFlashbang::ShieldSecondaryFire(int iUpAnim, int iDownAnim) { if (!m_pPlayer->HasShield() || m_flStartThrow > 0) { return false; } if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; SendWeaponAnim(iDownAnim, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren"); m_fMaxSpeed = FLASHBANG_MAX_SPEED; m_pPlayer->m_bShieldDrawn = false; } else { m_iWeaponState |= WPNSTATE_SHIELD_DRAWN; SendWeaponAnim(iUpAnim, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded"); m_fMaxSpeed = FLASHBANG_MAX_SPEED_SHIELD; m_pPlayer->m_bShieldDrawn = true; } m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN); m_pPlayer->ResetMaxSpeed(); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f; m_flNextPrimaryAttack = GetNextAttackDelay(0.4); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; return true; } void CFlashbang::SecondaryAttack() { ShieldSecondaryFire(SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE); } void CFlashbang::SetPlayerShieldAnim() { if (!m_pPlayer->HasShield()) return; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) Q_strcpy(m_pPlayer->m_szAnimExtention, "shield"); else Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren"); } void CFlashbang::ResetPlayerShieldAnim() { if (!m_pPlayer->HasShield()) return; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren"); } } void CFlashbang::WeaponIdle() { if (m_flReleaseThrow == 0 && m_flStartThrow != 0.0f) m_flReleaseThrow = gpGlobals->time; if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (m_flStartThrow) { m_pPlayer->Radio("%!MRAD_FIREINHOLE", "#Fire_in_the_hole"); 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); real_t flVel = (90.0f - angThrow.x) * 6.0f; if (flVel > 750.0f) flVel = 750.0f; 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; m_pPlayer->ThrowGrenade(this, vecSrc, vecThrow, 1.5); SendWeaponAnim(FLASHBANG_THROW, UseDecrement() != FALSE); SetPlayerShieldAnim(); // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_flStartThrow = 0; m_flNextPrimaryAttack = GetNextAttackDelay(0.5); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; if (--m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { // 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. // ensure that the animation can finish playing m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5); } ResetPlayerShieldAnim(); } else if (m_flReleaseThrow > 0) { // we've finished the throw, restart. m_flStartThrow = 0; RetireWeapon(); } else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (m_pPlayer->HasShield()) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { SendWeaponAnim(SHIELDREN_IDLE, UseDecrement() != FALSE); } } else { if (flRand <= 0.75) { iAnim = FLASHBANG_IDLE; // how long till we do this again. m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15); } else { #ifdef REGAMEDLL_FIXES iAnim = FLASHBANG_IDLE; #else // TODO: This is a bug? iAnim = *(int *)&flRand; #endif m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0f / 30.0f; } SendWeaponAnim(iAnim, UseDecrement() != FALSE); } } } LINK_HOOK_CLASS_CHAIN3(BOOL, CBasePlayerWeapon, CFlashbang, CanDeploy) BOOL EXT_FUNC CFlashbang::__API_HOOK(CanDeploy)() { return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0; }