#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_hegrenade, CHEGrenade, CCSHEGrenade) void CHEGrenade::Spawn() { Precache(); m_iId = WEAPON_HEGRENADE; SET_MODEL(edict(), "models/w_hegrenade.mdl"); pev->dmg = 4; m_iDefaultAmmo = HEGRENADE_DEFAULT_GIVE; m_flStartThrow = 0; m_flReleaseThrow = -1.0f; m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CHEGrenade::Precache() { PRECACHE_MODEL("models/v_hegrenade.mdl"); PRECACHE_MODEL("models/shield/v_shield_hegrenade.mdl"); PRECACHE_SOUND("weapons/hegrenade-1.wav"); PRECACHE_SOUND("weapons/hegrenade-2.wav"); PRECACHE_SOUND("weapons/he_bounce-1.wav"); PRECACHE_SOUND("weapons/pinpull.wav"); m_usCreateExplosion = PRECACHE_EVENT(1, "events/createexplo.sc"); } int CHEGrenade::GetItemInfo(ItemInfo *p) { auto info = GetWeaponInfo(WEAPON_HEGRENADE); p->pszName = STRING(pev->classname); p->pszAmmo1 = "HEGrenade"; p->iMaxAmmo1 = info ? info->maxRounds : MAX_AMMO_HEGRENADE; p->iMaxClip = info ? info->gunClipSize : WEAPON_NOCLIP; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iSlot = 3; p->iPosition = 1; p->iId = m_iId = WEAPON_HEGRENADE; p->iWeight = HEGRENADE_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CHEGrenade::Deploy() { m_flReleaseThrow = -1.0f; m_fMaxSpeed = HEGRENADE_MAX_SPEED; m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_pPlayer->m_bShieldDrawn = false; if (m_pPlayer->HasShield()) return DefaultDeploy("models/shield/v_shield_hegrenade.mdl", "models/shield/p_shield_hegrenade.mdl", HEGRENADE_DRAW, "shieldgren", UseDecrement() != FALSE); else return DefaultDeploy("models/v_hegrenade.mdl", "models/p_hegrenade.mdl", HEGRENADE_DRAW, "grenade", UseDecrement() != FALSE); } void CHEGrenade::Holster(int skiplocal) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { m_pPlayer->pev->weapons &= ~(1 << WEAPON_HEGRENADE); DestroyItem(); } m_flStartThrow = 0; m_flReleaseThrow = -1.0f; } void CHEGrenade::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(HEGRENADE_PULLPIN, UseDecrement() != FALSE); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; } } bool CHEGrenade::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 = HEGRENADE_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 = HEGRENADE_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 CHEGrenade::SecondaryAttack() { ShieldSecondaryFire(SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE); } void CHEGrenade::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 CHEGrenade::ResetPlayerShieldAnim() { if (!m_pPlayer->HasShield()) return; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren"); } } void CHEGrenade::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); float 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, m_usCreateExplosion); SendWeaponAnim(HEGRENADE_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; if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { SendWeaponAnim(HEGRENADE_DRAW, UseDecrement() != FALSE); } else { RetireWeapon(); return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15); m_flReleaseThrow = -1.0f; } else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { if (m_pPlayer->HasShield()) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { SendWeaponAnim(SHIELDREN_IDLE, UseDecrement() != FALSE); } } else { SendWeaponAnim(HEGRENADE_IDLE, UseDecrement() != FALSE); // how long till we do this again. m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15); } } } BOOL CHEGrenade::CanDeploy() { return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0; }