ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_c4.cpp

385 lines
8.7 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_c4, CC4, CCSC4)
void CC4::Spawn()
{
SET_MODEL(edict(), "models/w_backpack.mdl");
pev->frame = 0;
pev->body = 3;
pev->sequence = 0;
pev->framerate = 0;
m_iId = WEAPON_C4;
m_iDefaultAmmo = C4_DEFAULT_GIVE;
m_bStartedArming = false;
m_fArmedTime = 0;
if (!FStringNull(pev->targetname))
{
pev->effects |= EF_NODRAW;
DROP_TO_FLOOR(edict());
return;
}
// Get ready to fall down
FallInit();
SetThink(&CBasePlayerItem::FallThink);
pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
// extend
CBasePlayerWeapon::Spawn();
}
void CC4::Precache()
{
PRECACHE_MODEL("models/v_c4.mdl");
PRECACHE_MODEL("models/w_backpack.mdl");
PRECACHE_SOUND("weapons/c4_click.wav");
}
int CC4::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "C4";
p->iMaxAmmo1 = MAX_AMMO_C4;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 3;
p->iId = m_iId = WEAPON_C4;
p->iWeight = C4_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CC4::Deploy()
{
pev->body = 0;
m_bStartedArming = false;
m_fArmedTime = 0;
if (m_pPlayer->HasShield())
{
m_bHasShield = true;
m_pPlayer->pev->gamestate = HITGROUP_SHIELD_DISABLED;
}
return DefaultDeploy("models/v_c4.mdl", "models/p_c4.mdl", C4_DRAW, "c4", UseDecrement() != FALSE);
}
void CC4::Holster(int skiplocal)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
#ifdef REGAMEDLL_FIXES
if(m_bStartedArming)
{
m_pPlayer->SetProgressBarTime(0);
}
#endif
m_bStartedArming = false; // stop arming sequence
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
#ifndef REGAMEDLL_FIXES
// Moved to DestroyItem()
m_pPlayer->pev->weapons &= ~(1 << WEAPON_C4);
#endif
DestroyItem();
}
if (m_bHasShield)
{
m_pPlayer->pev->gamestate = HITGROUP_SHIELD_ENABLED;
m_bHasShield = false;
}
}
void CC4::PrimaryAttack()
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return;
int inBombZone = (m_pPlayer->m_signals.GetState() & SIGNAL_BOMB) == SIGNAL_BOMB;
int onGround = (m_pPlayer->pev->flags & FL_ONGROUND) == FL_ONGROUND;
#ifdef REGAMEDLL_FIXES
if (!onGround)
{
TraceResult tr;
UTIL_TraceLine(m_pPlayer->pev->origin, m_pPlayer->pev->origin + Vector(0, 0, -8192), ignore_monsters, m_pPlayer->edict(), &tr);
onGround = (tr.flFraction != 1.0 && m_pPlayer->pev->velocity.z == 0.0f);
}
#endif
bool bPlaceBomb = (onGround && inBombZone);
if (!m_bStartedArming)
{
if (!inBombZone)
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
return;
}
if (!onGround)
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
return;
}
m_bStartedArming = true;
m_bBombPlacedAnimation = false;
m_fArmedTime = gpGlobals->time + C4_ARMING_ON_TIME;
// player "arming bomb" animation
SendWeaponAnim(C4_ARM, UseDecrement() != FALSE);
// freeze the player in place while planting
#ifdef REGAMEDLL_FIXES
m_pPlayer->ResetMaxSpeed();
#else
SET_CLIENT_MAXSPEED(m_pPlayer->edict(), 1.0);
#endif
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_pPlayer->SetProgressBarTime(C4_ARMING_ON_TIME);
}
else
{
if (bPlaceBomb)
{
CBaseEntity *pEntity = nullptr;
CBasePlayer *pTempPlayer = nullptr;
if (m_fArmedTime <= gpGlobals->time)
{
m_bStartedArming = false;
m_fArmedTime = 0;
Broadcast("BOMBPL");
m_pPlayer->m_bHasC4 = false;
if (pev->speed != 0 && CSGameRules())
{
CSGameRules()->m_iC4Timer = int(pev->speed);
}
#ifdef REGAMEDLL_FIXES
Vector vBombAngles = Vector(0, m_pPlayer->pev->angles[1] - 90.0, 0);
#else
Vector vBombAngles = Vector(0, 0, 0);
#endif
CGrenade *pBomb = CGrenade::ShootSatchelCharge(m_pPlayer->pev, m_pPlayer->pev->origin, vBombAngles);
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9);
WRITE_BYTE(DRC_CMD_EVENT);
WRITE_SHORT(m_pPlayer->entindex());
WRITE_SHORT(0);
WRITE_LONG(DRC_FLAG_FACEPLAYER | 11);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgBombDrop);
WRITE_COORD(pBomb->pev->origin.x);
WRITE_COORD(pBomb->pev->origin.y);
WRITE_COORD(pBomb->pev->origin.z);
WRITE_BYTE(BOMB_FLAG_PLANTED);
MESSAGE_END();
UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Bomb_Planted");
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_PLANTED, m_pPlayer, pBomb);
}
if (TheCareerTasks && CSGameRules()->IsCareer() && !m_pPlayer->IsBot())
{
TheCareerTasks->HandleEvent(EVENT_BOMB_PLANTED, m_pPlayer);
}
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Planted_The_Bomb\"\n",
STRING(m_pPlayer->pev->netname),
GETPLAYERUSERID(m_pPlayer->edict()),
GETPLAYERAUTHID(m_pPlayer->edict()));
g_pGameRules->m_bBombDropped = FALSE;
// Play the plant sound.
EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);
// hide the backpack in Terrorist's models.
m_pPlayer->pev->body = 0;
// release the player from being frozen
m_pPlayer->ResetMaxSpeed();
// No more c4!
m_pPlayer->SetBombIcon(FALSE);
if (--m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
RetireWeapon();
return;
}
}
else
{
if (m_fArmedTime - 0.75f <= gpGlobals->time && !m_bBombPlacedAnimation)
{
// call the c4 Placement animation
m_bBombPlacedAnimation = true;
SendWeaponAnim(C4_DROP, UseDecrement() != FALSE);
// player "place" animation
m_pPlayer->SetAnimation(PLAYER_HOLDBOMB);
}
}
}
else
{
if (inBombZone)
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
else
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Arming_Cancelled");
m_bStartedArming = false;
m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
// release the player from being frozen, we've somehow left the bomb zone
m_pPlayer->ResetMaxSpeed();
m_pPlayer->SetProgressBarTime(0);
m_pPlayer->SetAnimation(PLAYER_HOLDBOMB);
// this means the placement animation is canceled
if (m_bBombPlacedAnimation)
SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
else
SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
return;
}
}
m_flNextPrimaryAttack = GetNextAttackDelay(0.3);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
}
void CC4::WeaponIdle()
{
if (m_bStartedArming)
{
// if the player releases the attack button cancel the arming sequence
m_bStartedArming = false;
// release the player from being frozen
m_pPlayer->ResetMaxSpeed();
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
m_pPlayer->SetProgressBarTime(0);
// this means the placement animation is canceled
if (m_bBombPlacedAnimation)
SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
else
SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
}
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
RetireWeapon();
return;
}
#ifdef REGAMEDLL_FIXES
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
#else
SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
#endif
SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
}
}
void CC4::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "detonatedelay"))
{
pev->speed = Q_atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "detonatetarget"))
{
pev->noise1 = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "defusetarget"))
{
pev->target = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
void CC4::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
#ifndef REGAMEDLL_FIXES
if (m_pPlayer)
return;
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
if (pPlayer)
{
edict_t *m_pentOldCurBombTarget = pPlayer->m_pentCurBombTarget;
pPlayer->m_pentCurBombTarget = nullptr;
if (pev->speed != 0 && CSGameRules())
{
CSGameRules()->m_iC4Timer = int(pev->speed);
}
EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);
CGrenade::ShootSatchelCharge(pPlayer->pev, pev->origin, Vector(0, 0, 0));
CGrenade *pBomb = nullptr;
while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade")))
{
if (pBomb->m_bIsC4 && pBomb->m_flNextFreq == gpGlobals->time)
{
pBomb->pev->target = pev->target;
pBomb->pev->noise1 = pev->noise1;
break;
}
}
pPlayer->m_pentCurBombTarget = m_pentOldCurBombTarget;
SUB_Remove();
}
#endif
}
float CC4::GetMaxSpeed()
{
#ifdef REGAMEDLL_FIXES
if (m_bStartedArming)
return 1.0f;
#endif
return C4_MAX_SPEED;
}