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152
game/shared/tf2/weapon_combat_basegrenade.cpp
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152
game/shared/tf2/weapon_combat_basegrenade.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for hand-thrown grenades that work with the handheld shield
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "weapon_combat_basegrenade.h"
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#include "weapon_combatshield.h"
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#include "in_buttons.h"
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LINK_ENTITY_TO_CLASS( weapon_combat_basegrenade, CWeaponCombatBaseGrenade );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatBaseGrenade, DT_WeaponCombatBaseGrenade )
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BEGIN_NETWORK_TABLE( CWeaponCombatBaseGrenade, DT_WeaponCombatBaseGrenade )
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#if !defined( CLIENT_DLL )
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SendPropTime( SENDINFO( m_flStartedThrowAt ) ),
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#else
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RecvPropTime( RECVINFO( m_flStartedThrowAt ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCombatBaseGrenade )
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DEFINE_PRED_FIELD_TOL( m_flStartedThrowAt, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
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END_PREDICTION_DATA()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponCombatBaseGrenade::CWeaponCombatBaseGrenade( void )
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{
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m_flStartedThrowAt = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponCombatBaseGrenade::GetFireRate( void )
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{
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return 2.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBaseGrenade::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if (!pOwner)
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return;
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AllowShieldPostFrame( !m_flStartedThrowAt );
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// Look for button downs
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if ( (pOwner->m_nButtons & IN_ATTACK) && GetShieldState() == SS_DOWN && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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m_flStartedThrowAt = gpGlobals->curtime;
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SendWeaponAnim( ACT_VM_DRAW );
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}
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// Look for button ups
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if ( (pOwner->m_afButtonReleased & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && m_flStartedThrowAt )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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PrimaryAttack();
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m_flStartedThrowAt = 0;
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}
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// No buttons down?
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if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
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{
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WeaponIdle( );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBaseGrenade::PrimaryAttack( void )
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{
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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
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if ( !pPlayer )
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return;
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if ( !ComputeEMPFireState() )
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return;
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// player "shoot" animation
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PlayAttackAnimation( ACT_VM_THROW );
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ThrowGrenade();
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// Setup for refire
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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CheckRemoveDisguise();
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// If I'm now out of ammo, switch away
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if ( !HasPrimaryAmmo() )
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{
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pPlayer->SelectLastItem();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBaseGrenade::ThrowGrenade( void )
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{
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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
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if ( !pPlayer )
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return;
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BaseClass::WeaponSound(WPN_DOUBLE);
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// Calculate launch velocity (3 seconds for max distance)
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float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
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float flSpeed = 650 + (175 * flThrowTime);
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// If the player's crouched, roll the grenade
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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// Launch the grenade
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Vector vecForward;
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QAngle vecAngles = pPlayer->EyeAngles();
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// Throw it up just a tad
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vecAngles.x = -1;
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AngleVectors( vecAngles, &vecForward, NULL, NULL);
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Vector vecOrigin;
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VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
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vecOrigin += (vecForward * 16);
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vecForward = vecForward * flSpeed;
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CreateGrenade(vecOrigin, vecForward, pPlayer );
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}
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else
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{
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// Launch the grenade
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Vector vecForward;
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QAngle vecAngles = pPlayer->EyeAngles();
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AngleVectors( vecAngles, &vecForward, NULL, NULL);
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Vector vecOrigin = pPlayer->EyePosition();
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vecOrigin += (vecForward * 16);
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vecForward = vecForward * flSpeed;
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CreateGrenade(vecOrigin, vecForward, pPlayer );
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}
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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