Files
HL2Overcharged/game/server/overcharged/weapon_molotov.cpp
2025-05-21 21:20:08 +03:00

111 lines
3.1 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the molotov weapon
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "NPCEvent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "AI_Memory.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "weapon_molotov.h"
#include "grenade_molotov.h"
#include "in_buttons.h"
#include "game.h"
#include "vstdlib/random.h"
#include "movevars_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CWeaponMolotov )
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CWeaponMolotov, DT_WeaponMolotov)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_molotov, CWeaponMolotov );
PRECACHE_WEAPON_REGISTER(weapon_molotov);
acttable_t CWeaponMolotov::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(CWeaponMolotov);
void CWeaponMolotov::Precache( void )
{
PrecacheParticleSystem("weapon_molotov_flame");
PrecacheModel ( cvar->FindVar("oc_weapon_molotov_model")->GetString() );
BaseClass::Precache();
}
void CWeaponMolotov::LobGrenade(CBasePlayer *pPlayer)
{
ThrowGrenade(pPlayer);
}
void CWeaponMolotov::RollGrenade(CBasePlayer *pPlayer)
{
ThrowGrenade(pPlayer);
}
void CWeaponMolotov::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[2] += 0.1f;
Vector vecThrow;
pPlayer->GetVelocity(&vecThrow, NULL);
vecThrow += vForward * 1200;
CGrenade_Molotov *pMolotov = (CGrenade_Molotov*)Create("grenade_molotov", vecSrc, vec3_angle, GetOwner());
if (!pMolotov)
{
Msg("Couldn't make molotov!\n");
return;
}
pMolotov->SetAbsVelocity(vecThrow);
// Tumble through the air
QAngle angVel( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) );
pMolotov->SetLocalAngularVelocity( angVel );
pMolotov->SetThrower( GetOwner() );
pMolotov->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
}