mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
49965644c3
* unused cheat impulses. * nadedrop fixes * close equipmenu (VGUIMenus) when the player left the purchase area * disable flashlight on kill * don't handle cmd "become_vip" if map not have scenario assassination VIP. * unreachable code item_thighpack * remove "gEvilImpulse101" * remove "giPrecacheGrunt" * remove unused entitys (from hl) * weapon HUD fixes * don't remove level(map) item_thighpack * hostage "far use" fix * reset player basevelocity on spawn * code style fix
381 lines
8.6 KiB
C++
381 lines
8.6 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_c4, CC4, CCSC4)
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void CC4::Spawn()
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{
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SET_MODEL(edict(), "models/w_backpack.mdl");
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pev->frame = 0;
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pev->body = 3;
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pev->sequence = 0;
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pev->framerate = 0;
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m_iId = WEAPON_C4;
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m_iDefaultAmmo = C4_DEFAULT_GIVE;
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m_bStartedArming = false;
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m_fArmedTime = 0;
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if (!FStringNull(pev->targetname))
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{
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pev->effects |= EF_NODRAW;
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DROP_TO_FLOOR(edict());
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return;
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}
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// Get ready to fall down
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FallInit();
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SetThink(&CBasePlayerItem::FallThink);
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pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
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// extend
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CBasePlayerWeapon::Spawn();
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}
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void CC4::Precache()
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{
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PRECACHE_MODEL("models/v_c4.mdl");
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PRECACHE_MODEL("models/w_backpack.mdl");
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PRECACHE_SOUND("weapons/c4_click.wav");
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}
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int CC4::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "C4";
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p->iMaxAmmo1 = MAX_AMMO_C4;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 4;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_C4;
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p->iWeight = C4_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 CC4::Deploy()
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{
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pev->body = 0;
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m_bStartedArming = false;
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m_fArmedTime = 0;
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if (m_pPlayer->HasShield())
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{
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m_bHasShield = true;
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m_pPlayer->pev->gamestate = HITGROUP_SHIELD_DISABLED;
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}
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return DefaultDeploy("models/v_c4.mdl", "models/p_c4.mdl", C4_DRAW, "c4", UseDecrement() != FALSE);
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}
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void CC4::Holster(int skiplocal)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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#ifdef REGAMEDLL_FIXES
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if(m_bStartedArming)
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{
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m_pPlayer->SetProgressBarTime(0);
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}
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#endif
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m_bStartedArming = false; // stop arming sequence
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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_C4);
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#endif
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DestroyItem();
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}
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if (m_bHasShield)
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{
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m_pPlayer->pev->gamestate = HITGROUP_SHIELD_ENABLED;
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m_bHasShield = false;
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}
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}
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void CC4::PrimaryAttack()
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return;
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int inBombZone = (m_pPlayer->m_signals.GetState() & SIGNAL_BOMB) == SIGNAL_BOMB;
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int onGround = (m_pPlayer->pev->flags & FL_ONGROUND) == FL_ONGROUND;
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#ifdef REGAMEDLL_FIXES
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if (!onGround)
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{
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TraceResult tr;
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UTIL_TraceLine(m_pPlayer->pev->origin, m_pPlayer->pev->origin + Vector(0, 0, -8192), ignore_monsters, m_pPlayer->edict(), &tr);
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onGround = (tr.flFraction != 1.0 && m_pPlayer->pev->velocity.z == 0.0f);
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}
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#endif
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bool bPlaceBomb = (onGround && inBombZone);
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if (!m_bStartedArming)
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{
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if (!inBombZone)
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{
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ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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return;
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}
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if (!onGround)
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{
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ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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return;
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}
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m_bStartedArming = true;
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m_bBombPlacedAnimation = false;
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m_fArmedTime = gpGlobals->time + C4_ARMING_ON_TIME;
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// player "arming bomb" animation
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SendWeaponAnim(C4_ARM, UseDecrement() != FALSE);
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// freeze the player in place while planting
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#ifdef REGAMEDLL_FIXES
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m_pPlayer->ResetMaxSpeed();
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#else
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SET_CLIENT_MAXSPEED(m_pPlayer->edict(), 1.0);
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#endif
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_pPlayer->SetProgressBarTime(C4_ARMING_ON_TIME);
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}
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else
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{
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if (bPlaceBomb)
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{
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CBaseEntity *pEntity = nullptr;
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CBasePlayer *pTempPlayer = nullptr;
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if (m_fArmedTime <= gpGlobals->time)
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{
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m_bStartedArming = false;
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m_fArmedTime = 0;
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Broadcast("BOMBPL");
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m_pPlayer->m_bHasC4 = false;
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if (pev->speed != 0 && CSGameRules())
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{
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CSGameRules()->m_iC4Timer = int(pev->speed);
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}
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#ifdef REGAMEDLL_FIXES
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Vector vBombAngles = Vector(0, m_pPlayer->pev->angles[1] - 90.0, 0);
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#else
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Vector vBombAngles = Vector(0, 0, 0);
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#endif
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CGrenade *pBomb = CGrenade::ShootSatchelCharge(m_pPlayer->pev, m_pPlayer->pev->origin, vBombAngles);
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MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
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WRITE_BYTE(9);
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WRITE_BYTE(DRC_CMD_EVENT);
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WRITE_SHORT(m_pPlayer->entindex());
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WRITE_SHORT(0);
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WRITE_LONG(DRC_FLAG_FACEPLAYER | 11);
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MESSAGE_END();
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MESSAGE_BEGIN(MSG_ALL, gmsgBombDrop);
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WRITE_COORD(pBomb->pev->origin.x);
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WRITE_COORD(pBomb->pev->origin.y);
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WRITE_COORD(pBomb->pev->origin.z);
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WRITE_BYTE(BOMB_FLAG_PLANTED);
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MESSAGE_END();
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UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Bomb_Planted");
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if (TheBots)
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{
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TheBots->OnEvent(EVENT_BOMB_PLANTED, m_pPlayer, pBomb);
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}
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if (TheCareerTasks && CSGameRules()->IsCareer() && !m_pPlayer->IsBot())
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{
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TheCareerTasks->HandleEvent(EVENT_BOMB_PLANTED, m_pPlayer);
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}
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UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Planted_The_Bomb\"\n",
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STRING(m_pPlayer->pev->netname),
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GETPLAYERUSERID(m_pPlayer->edict()),
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GETPLAYERAUTHID(m_pPlayer->edict()));
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g_pGameRules->m_bBombDropped = FALSE;
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// Play the plant sound.
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EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);
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// hide the backpack in Terrorist's models.
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m_pPlayer->pev->body = 0;
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// release the player from being frozen
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m_pPlayer->ResetMaxSpeed();
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// No more c4!
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m_pPlayer->SetBombIcon(FALSE);
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if (--m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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RetireWeapon();
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return;
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}
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}
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else
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{
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if (m_fArmedTime - 0.75f <= gpGlobals->time && !m_bBombPlacedAnimation)
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{
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// call the c4 Placement animation
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m_bBombPlacedAnimation = true;
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SendWeaponAnim(C4_DROP, UseDecrement() != FALSE);
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// player "place" animation
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m_pPlayer->SetAnimation(PLAYER_HOLDBOMB);
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}
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}
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}
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else
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{
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if (inBombZone)
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ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
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else
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ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Arming_Cancelled");
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m_bStartedArming = false;
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m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
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// release the player from being frozen, we've somehow left the bomb zone
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m_pPlayer->ResetMaxSpeed();
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m_pPlayer->SetProgressBarTime(0);
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m_pPlayer->SetAnimation(PLAYER_HOLDBOMB);
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// this means the placement animation is canceled
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if (m_bBombPlacedAnimation)
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SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
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else
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SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
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return;
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}
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}
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m_flNextPrimaryAttack = GetNextAttackDelay(0.3);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
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}
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void CC4::WeaponIdle()
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{
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if (m_bStartedArming)
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{
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// if the player releases the attack button cancel the arming sequence
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m_bStartedArming = false;
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// release the player from being frozen
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m_pPlayer->ResetMaxSpeed();
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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m_pPlayer->SetProgressBarTime(0);
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// this means the placement animation is canceled
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if (m_bBombPlacedAnimation)
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SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
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else
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SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
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}
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if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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RetireWeapon();
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return;
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}
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SendWeaponAnim(C4_DRAW, UseDecrement() != FALSE);
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SendWeaponAnim(C4_IDLE1, UseDecrement() != FALSE);
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}
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}
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void CC4::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "detonatedelay"))
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{
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pev->speed = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "detonatetarget"))
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{
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pev->noise1 = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "defusetarget"))
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{
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pev->target = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseEntity::KeyValue(pkvd);
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}
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}
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void CC4::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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#ifndef REGAMEDLL_FIXES
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if (m_pPlayer)
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return;
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
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if (pPlayer)
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{
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edict_t *m_pentOldCurBombTarget = pPlayer->m_pentCurBombTarget;
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pPlayer->m_pentCurBombTarget = nullptr;
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if (pev->speed != 0 && CSGameRules())
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{
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CSGameRules()->m_iC4Timer = int(pev->speed);
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}
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EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);
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CGrenade::ShootSatchelCharge(pPlayer->pev, pev->origin, Vector(0, 0, 0));
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CGrenade *pBomb = nullptr;
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while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade")))
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{
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if (pBomb->m_bIsC4 && pBomb->m_flNextFreq == gpGlobals->time)
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{
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pBomb->pev->target = pev->target;
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pBomb->pev->noise1 = pev->noise1;
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break;
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}
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}
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pPlayer->m_pentCurBombTarget = m_pentOldCurBombTarget;
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SUB_Remove();
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}
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#endif
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}
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float CC4::GetMaxSpeed()
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{
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#ifdef REGAMEDLL_FIXES
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if (m_bStartedArming)
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return 1.0f;
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#endif
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return C4_MAX_SPEED;
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}
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