mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
331 lines
8.1 KiB
C++
331 lines
8.1 KiB
C++
#include "precompiled.h"
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#define HEGRENADE_MAX_SPEED 250
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#define HEGRENADE_MAX_SPEED_SHIELD 180
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enum hegrenade_e
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{
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HEGRENADE_IDLE,
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HEGRENADE_PULLPIN,
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HEGRENADE_THROW,
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HEGRENADE_DRAW
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};
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/* <26b3cd> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:38 */
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LINK_ENTITY_TO_CLASS(weapon_hegrenade, CHEGrenade);
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/* <26b07c> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:40 */
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void CHEGrenade::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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m_iId = WEAPON_HEGRENADE;
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SET_MODEL(edict(), "models/w_hegrenade.mdl");
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pev->dmg = 4;
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m_iDefaultAmmo = HEGRENADE_DEFAULT_GIVE;
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m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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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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}
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/* <26afc7> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:59 */
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void CHEGrenade::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/v_hegrenade.mdl");
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PRECACHE_MODEL("models/shield/v_shield_hegrenade.mdl");
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PRECACHE_SOUND("weapons/hegrenade-1.wav");
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PRECACHE_SOUND("weapons/hegrenade-2.wav");
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PRECACHE_SOUND("weapons/he_bounce-1.wav");
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PRECACHE_SOUND("weapons/pinpull.wav");
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m_usCreateExplosion = PRECACHE_EVENT(1, "events/createexplo.sc");
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}
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/* <26afee> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:74 */
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int CHEGrenade::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "HEGrenade";
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p->iMaxAmmo1 = MAX_AMMO_HEGRENADE;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 3;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_HEGRENADE;
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p->iWeight = HEGRENADE_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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/* <26b12c> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:92 */
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BOOL CHEGrenade::__MAKE_VHOOK(Deploy)(void)
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{
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m_flReleaseThrow = -1;
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m_fMaxSpeed = HEGRENADE_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_hegrenade.mdl", "models/shield/p_shield_hegrenade.mdl", HEGRENADE_DRAW, "shieldgren", UseDecrement() != FALSE);
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else
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return DefaultDeploy("models/v_hegrenade.mdl", "models/p_hegrenade.mdl", HEGRENADE_DRAW, "grenade", UseDecrement() != FALSE);
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}
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/* <26b047> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:107 */
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void CHEGrenade::__MAKE_VHOOK(Holster)(int skiplocal)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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m_pPlayer->pev->weapons &= ~(1 << WEAPON_HEGRENADE);
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DestroyItem();
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}
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m_flStartThrow = 0;
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m_flReleaseThrow = -1;
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}
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/* <26b0f2> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:123 */
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void CHEGrenade::__MAKE_VHOOK(PrimaryAttack)(void)
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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(HEGRENADE_PULLPIN, UseDecrement() != FALSE);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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/* <26b497> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:138 */
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bool CHEGrenade::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 = HEGRENADE_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 = HEGRENADE_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() + 0.4;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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return true;
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}
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/* <26b167> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:176 */
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void CHEGrenade::__MAKE_VHOOK(SecondaryAttack)(void)
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{
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ShieldSecondaryFire(SHIELDGUN_DRAW, SHIELDGUN_DRAWN_IDLE);
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}
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/* <26b4c9> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:181 */
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void CHEGrenade::SetPlayerShieldAnim(void)
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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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/* <26b4eb> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:192 */
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void CHEGrenade::ResetPlayerShieldAnim(void)
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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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/* <26a24e> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:202 */
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void CHEGrenade::__MAKE_VHOOK(WeaponIdle)(void)
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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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float_precision flVel = (90.0 - angThrow.x) * 6.0;
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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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CGrenade::ShootTimed2(m_pPlayer->pev, vecSrc, vecThrow, 1.5, m_pPlayer->m_iTeam, m_usCreateExplosion);
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SendWeaponAnim(HEGRENADE_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() + 0.75;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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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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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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SendWeaponAnim(HEGRENADE_DRAW, UseDecrement() != FALSE);
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}
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else
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{
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RetireWeapon();
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return;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
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m_flReleaseThrow = -1;
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}
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else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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if (m_pPlayer->HasShield())
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
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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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SendWeaponAnim(HEGRENADE_IDLE, UseDecrement() != FALSE);
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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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}
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}
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/* <26b021> ../cstrike/dlls/wpn_shared/wpn_hegrenade.cpp:303 */
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BOOL CHEGrenade::__MAKE_VHOOK(CanDeploy)(void)
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{
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return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0;
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}
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#ifdef HOOK_GAMEDLL
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void CHEGrenade::Spawn(void)
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{
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Spawn_();
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}
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void CHEGrenade::Precache(void)
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{
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Precache_();
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}
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int CHEGrenade::GetItemInfo(ItemInfo *p)
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{
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return GetItemInfo_(p);
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}
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BOOL CHEGrenade::CanDeploy(void)
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{
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return CanDeploy_();
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}
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BOOL CHEGrenade::Deploy(void)
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{
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return Deploy_();
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}
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void CHEGrenade::Holster(int skiplocal)
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{
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Holster_(skiplocal);
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}
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void CHEGrenade::PrimaryAttack(void)
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{
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PrimaryAttack_();
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}
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void CHEGrenade::SecondaryAttack(void)
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{
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SecondaryAttack_();
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}
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void CHEGrenade::WeaponIdle(void)
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{
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WeaponIdle_();
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}
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#endif // HOOK_GAMEDLL
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