ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp

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#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_smokegrenade, CSmokeGrenade, CCSSmokeGrenade)
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void CSmokeGrenade::Spawn()
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{
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Precache();
m_iId = WEAPON_SMOKEGRENADE;
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SET_MODEL(edict(), "models/w_smokegrenade.mdl");
pev->dmg = 4;
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m_iDefaultAmmo = SMOKEGRENADE_DEFAULT_GIVE;
m_flStartThrow = 0;
m_flReleaseThrow = -1;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
// Get ready to fall down
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FallInit();
// extend
CBasePlayerWeapon::Spawn();
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}
void CSmokeGrenade::Precache()
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{
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PRECACHE_MODEL("models/v_smokegrenade.mdl");
PRECACHE_MODEL("models/shield/v_shield_smokegrenade.mdl");
PRECACHE_SOUND("weapons/pinpull.wav");
PRECACHE_SOUND("weapons/sg_explode.wav");
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m_usCreateSmoke = PRECACHE_EVENT(1, "events/createsmoke.sc");
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}
int CSmokeGrenade::GetItemInfo(ItemInfo *p)
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{
auto info = GetWeaponInfo(WEAPON_SMOKEGRENADE);
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p->pszName = STRING(pev->classname);
p->pszAmmo1 = "SmokeGrenade";
p->iMaxAmmo1 = info ? info->maxRounds : MAX_AMMO_SMOKEGRENADE;
p->iMaxClip = info ? info->gunClipSize : WEAPON_NOCLIP;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
p->iSlot = 3;
p->iPosition = 3;
p->iId = m_iId = WEAPON_SMOKEGRENADE;
p->iWeight = SMOKEGRENADE_WEIGHT;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
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}
BOOL CSmokeGrenade::Deploy()
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{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_flReleaseThrow = -1;
m_fMaxSpeed = SMOKEGRENADE_MAX_SPEED;
m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
return DefaultDeploy("models/shield/v_shield_smokegrenade.mdl", "models/shield/p_shield_smokegrenade.mdl", SMOKEGRENADE_DRAW, "shieldgren", UseDecrement() != FALSE);
else
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return DefaultDeploy("models/v_smokegrenade.mdl", "models/p_smokegrenade.mdl", SMOKEGRENADE_DRAW, "grenade", UseDecrement() != FALSE);
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}
void CSmokeGrenade::Holster(int skiplocal)
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{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
// no more smokegrenades!
// clear the smokegrenade of bits for HUD
m_pPlayer->pev->weapons &= ~(1 << WEAPON_SMOKEGRENADE);
DestroyItem();
}
m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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}
void CSmokeGrenade::PrimaryAttack()
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{
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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(SMOKEGRENADE_PINPULL, UseDecrement() != FALSE);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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}
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}
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bool CSmokeGrenade::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
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{
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if (!m_pPlayer->HasShield() || m_flStartThrow > 0)
{
return false;
}
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
m_fMaxSpeed = SMOKEGRENADE_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 = SMOKEGRENADE_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;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;
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return true;
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}
void CSmokeGrenade::SecondaryAttack()
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{
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ShieldSecondaryFire(SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE);
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}
void CSmokeGrenade::SetPlayerShieldAnim()
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{
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if (!m_pPlayer->HasShield())
return;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
Q_strcpy(m_pPlayer->m_szAnimExtention, "shield");
else
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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}
void CSmokeGrenade::ResetPlayerShieldAnim()
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{
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if (!m_pPlayer->HasShield())
return;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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}
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}
void CSmokeGrenade::WeaponIdle()
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{
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if (m_flReleaseThrow == 0)
m_flReleaseThrow = gpGlobals->time;
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
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if (m_flStartThrow)
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{
m_pPlayer->Radio("%!MRAD_FIREINHOLE", "#Fire_in_the_hole");
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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if (angThrow.x < 0)
angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
else
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angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
float_precision flVel = (90.0f - angThrow.x) * 6.0f;
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if (flVel > 750.0f)
flVel = 750.0f;
UTIL_MakeVectors(angThrow);
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16.0f;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
CGrenade::ShootSmokeGrenade(m_pPlayer->pev, vecSrc, vecThrow, 1.5, m_usCreateSmoke);
SendWeaponAnim(SMOKEGRENADE_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;
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if (--m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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// just threw last grenade
// set attack times in the future, and weapon idle in the future so we can see the whole throw
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// 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;
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim(SMOKEGRENADE_DRAW, UseDecrement() != FALSE);
}
else
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{
RetireWeapon();
return;
}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
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m_flReleaseThrow = -1;
}
else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
SendWeaponAnim(SHIELDREN_IDLE, UseDecrement() != FALSE);
}
}
else
{
if (flRand <= 0.75)
{
iAnim = SMOKEGRENADE_IDLE;
// how long till we do this again.
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
}
else
{
iAnim = SMOKEGRENADE_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0f / 30.0f;
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}
SendWeaponAnim(iAnim, UseDecrement() != FALSE);
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}
}
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}
BOOL CSmokeGrenade::CanDeploy()
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{
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return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0;
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}