mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
dbf08416fd
* Implement CBasePlayerWeapon_CanDeploy & CBasePlayerWeapon_DefaultDeploy hooks * Implement CBasePlayerWeapon_DefaultReload hook * Fix CBasePlayerWeapon_CanDeploy hook for grenades * Fix CBasePlayer::CanDeploy * ImplementRG_ CBasePlayerWeapon_DefaultShotgunReload hook
273 lines
6.4 KiB
C++
273 lines
6.4 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_flashbang, CFlashbang, CCSFlashbang)
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void CFlashbang::Spawn()
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{
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Precache();
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m_iId = WEAPON_FLASHBANG;
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SET_MODEL(edict(), "models/w_flashbang.mdl");
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pev->dmg = 4;
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m_iDefaultAmmo = FLASHBANG_DEFAULT_GIVE;
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m_flStartThrow = 0;
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m_flReleaseThrow = -1.0f;
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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// Get ready to fall down
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FallInit();
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// extend
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CBasePlayerWeapon::Spawn();
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}
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void CFlashbang::Precache()
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{
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PRECACHE_MODEL("models/v_flashbang.mdl");
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PRECACHE_MODEL("models/shield/v_shield_flashbang.mdl");
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PRECACHE_SOUND("weapons/flashbang-1.wav");
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PRECACHE_SOUND("weapons/flashbang-2.wav");
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PRECACHE_SOUND("weapons/pinpull.wav");
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}
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int CFlashbang::GetItemInfo(ItemInfo *p)
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{
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auto info = GetWeaponInfo(WEAPON_FLASHBANG);
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Flashbang";
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p->iMaxAmmo1 = info ? info->maxRounds : MAX_AMMO_FLASHBANG;
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p->iMaxClip = info ? info->gunClipSize : WEAPON_NOCLIP;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iSlot = 3;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_FLASHBANG;
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p->iWeight = FLASHBANG_WEIGHT;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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return 1;
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}
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BOOL CFlashbang::Deploy()
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{
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m_flReleaseThrow = -1.0f;
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m_fMaxSpeed = FLASHBANG_MAX_SPEED;
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_pPlayer->m_bShieldDrawn = false;
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if (m_pPlayer->HasShield())
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return DefaultDeploy("models/shield/v_shield_flashbang.mdl", "models/shield/p_shield_flashbang.mdl", FLASHBANG_DRAW, "shieldgren", UseDecrement() != FALSE);
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else
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return DefaultDeploy("models/v_flashbang.mdl", "models/p_flashbang.mdl", FLASHBANG_DRAW, "grenade", UseDecrement() != FALSE);
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}
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void CFlashbang::Holster(int skiplocal)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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#ifndef REGAMEDLL_FIXES
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// Moved to DestroyItem()
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m_pPlayer->pev->weapons &= ~(1 << WEAPON_FLASHBANG);
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#endif
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DestroyItem();
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}
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m_flStartThrow = 0;
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m_flReleaseThrow = -1.0f;
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}
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void CFlashbang::PrimaryAttack()
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{
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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return;
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}
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if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
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{
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m_flReleaseThrow = 0;
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m_flStartThrow = gpGlobals->time;
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SendWeaponAnim(FLASHBANG_PULLPIN, UseDecrement() != FALSE);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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}
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}
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bool CFlashbang::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
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{
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if (!m_pPlayer->HasShield() || m_flStartThrow > 0)
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{
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return false;
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}
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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m_fMaxSpeed = FLASHBANG_MAX_SPEED;
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m_pPlayer->m_bShieldDrawn = false;
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}
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else
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{
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m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
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SendWeaponAnim(iUpAnim, UseDecrement() != FALSE);
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded");
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m_fMaxSpeed = FLASHBANG_MAX_SPEED_SHIELD;
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m_pPlayer->m_bShieldDrawn = true;
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}
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m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN);
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m_pPlayer->ResetMaxSpeed();
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;
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return true;
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}
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void CFlashbang::SecondaryAttack()
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{
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ShieldSecondaryFire(SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE);
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}
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void CFlashbang::SetPlayerShieldAnim()
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{
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if (!m_pPlayer->HasShield())
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return;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shield");
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else
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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}
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void CFlashbang::ResetPlayerShieldAnim()
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{
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if (!m_pPlayer->HasShield())
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return;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
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}
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}
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void CFlashbang::WeaponIdle()
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{
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if (m_flReleaseThrow == 0 && m_flStartThrow != 0.0f)
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m_flReleaseThrow = gpGlobals->time;
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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if (m_flStartThrow)
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{
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m_pPlayer->Radio("%!MRAD_FIREINHOLE", "#Fire_in_the_hole");
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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if (angThrow.x < 0)
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angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
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else
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angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
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real_t flVel = (90.0f - angThrow.x) * 6.0f;
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if (flVel > 750.0f)
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flVel = 750.0f;
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UTIL_MakeVectors(angThrow);
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
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m_pPlayer->ThrowGrenade(this, vecSrc, vecThrow, 1.5);
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SendWeaponAnim(FLASHBANG_THROW, UseDecrement() != FALSE);
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SetPlayerShieldAnim();
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_flStartThrow = 0;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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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
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// 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.
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// ensure that the animation can finish playing
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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}
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ResetPlayerShieldAnim();
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}
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else if (m_flReleaseThrow > 0)
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{
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// we've finished the throw, restart.
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m_flStartThrow = 0;
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RetireWeapon();
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}
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else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (m_pPlayer->HasShield())
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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SendWeaponAnim(SHIELDREN_IDLE, UseDecrement() != FALSE);
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}
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}
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else
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{
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if (flRand <= 0.75)
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{
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iAnim = FLASHBANG_IDLE;
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// how long till we do this again.
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
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}
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else
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{
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#ifdef REGAMEDLL_FIXES
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iAnim = FLASHBANG_IDLE;
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#else
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// TODO: This is a bug?
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iAnim = *(int *)&flRand;
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#endif
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0f / 30.0f;
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}
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SendWeaponAnim(iAnim, UseDecrement() != FALSE);
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}
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}
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}
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LINK_HOOK_CLASS_CHAIN3(BOOL, CBasePlayerWeapon, CFlashbang, CanDeploy)
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BOOL EXT_FUNC CFlashbang::__API_HOOK(CanDeploy)()
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{
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return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0;
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}
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