//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "player.h" #include "gamerules.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "items.h" #include "in_buttons.h" #include "soundent.h" #include "gamestats.h" #include "weapon_smokegrenade.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SMOKE_GRENADE_TIMER 1.0f //Seconds #define SMOKE_GRENADE_PAUSED_NO 0 #define SMOKE_GRENADE_PAUSED_PRIMARY 1 #define SMOKE_GRENADE_PAUSED_SECONDARY 2 #define SMOKE_GRENADE_RADIUS 4.0f // inches BEGIN_DATADESC( CWeaponSmokeGrenade ) END_DATADESC() acttable_t CWeaponSmokeGrenade::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false }, // Light Kill : MP animstate for singleplayer { ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponSmokeGrenade); IMPLEMENT_SERVERCLASS_ST(CWeaponSmokeGrenade, DT_WeaponSmokeGrenade) END_SEND_TABLE() LINK_ENTITY_TO_CLASS( weapon_smokegrenade, CWeaponSmokeGrenade ); PRECACHE_WEAPON_REGISTER(weapon_smokegrenade); //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CWeaponSmokeGrenade::ThrowGrenade( CBasePlayer *pPlayer ) { Vector vecEye = pPlayer->EyePosition(); Vector vForward, vRight; pPlayer->EyeVectors( &vForward, &vRight, NULL ); Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; CheckThrowPosition( pPlayer, vecEye, vecSrc ); // vForward[0] += 0.1f; vForward[2] += 0.1f; Vector vecThrow; pPlayer->GetVelocity( &vecThrow, NULL ); vecThrow += vForward * 1200; SmokeGrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, SMOKE_GRENADE_TIMER ); m_bRedraw = true; WeaponSound( SINGLE ); // Send the player 'attack' animation. pPlayer->SetAnimation(PLAYER_ATTACK1); m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CWeaponSmokeGrenade::LobGrenade( CBasePlayer *pPlayer ) { Vector vecEye = pPlayer->EyePosition(); Vector vForward, vRight; pPlayer->EyeVectors( &vForward, &vRight, NULL ); Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 ); CheckThrowPosition( pPlayer, vecEye, vecSrc ); Vector vecThrow; pPlayer->GetVelocity( &vecThrow, NULL ); vecThrow += vForward * 350 + Vector( 0, 0, 50 ); SmokeGrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, SMOKE_GRENADE_TIMER ); WeaponSound( WPN_DOUBLE ); // Send the player 'attack' animation. pPlayer->SetAnimation(PLAYER_ATTACK1); m_bRedraw = true; m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CWeaponSmokeGrenade::RollGrenade( CBasePlayer *pPlayer ) { // BUGBUG: Hardcoded grenade width of 4 - better not change the model :) Vector vecSrc; pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc ); vecSrc.z += SMOKE_GRENADE_RADIUS; Vector vecFacing = pPlayer->BodyDirection2D( ); // no up/down direction vecFacing.z = 0; VectorNormalize( vecFacing ); trace_t tr; UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0 ) { // compute forward vec parallel to floor plane and roll grenade along that Vector tangent; CrossProduct( vecFacing, tr.plane.normal, tangent ); CrossProduct( tr.plane.normal, tangent, vecFacing ); } vecSrc += (vecFacing * 18.0); CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc ); Vector vecThrow; pPlayer->GetVelocity( &vecThrow, NULL ); vecThrow += vecFacing * 700; // put it on its side QAngle orientation(0,pPlayer->GetLocalAngles().y,-90); // roll it AngularImpulse rotSpeed(0,0,720); SmokeGrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, SMOKE_GRENADE_TIMER ); WeaponSound( SPECIAL1 ); // Send the player 'attack' animation. pPlayer->SetAnimation(PLAYER_ATTACK1); m_bRedraw = true; m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); } void CWeaponSmokeGrenade::GrenChangeVisible( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) return; if ( !HasPrimaryAmmo() ) { pOwner->ShowViewModel(false); } else { pOwner->ShowViewModel(true); } } void CWeaponSmokeGrenade::GrenSetVisible( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) return; pOwner->ShowViewModel(true); }