ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_flashbang.cpp
2024-09-13 06:43:27 +07:00

273 lines
6.4 KiB
C++

#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_strlcpy(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_strlcpy(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(SHIELDGREN_UP, SHIELDGREN_DOWN);
}
void CFlashbang::SetPlayerShieldAnim()
{
if (!m_pPlayer->HasShield())
return;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
Q_strlcpy(m_pPlayer->m_szAnimExtention, "shield");
else
Q_strlcpy(m_pPlayer->m_szAnimExtention, "shieldgren");
}
void CFlashbang::ResetPlayerShieldAnim()
{
if (!m_pPlayer->HasShield())
return;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
Q_strlcpy(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(SHIELDGREN_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;
}