sqwarmed/sdk_src/game/shared/swarm/asw_weapon_bait.cpp

217 lines
5.4 KiB
C++

#include "cbase.h"
#include "asw_weapon_bait.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#include "prediction.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#include "shot_manipulator.h"
#include "asw_bait.h"
#endif
#include "asw_util_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Bait, DT_ASW_Weapon_Bait )
BEGIN_NETWORK_TABLE( CASW_Weapon_Bait, DT_ASW_Weapon_Bait )
#ifdef CLIENT_DLL
// recvprops
#else
// sendprops
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CASW_Weapon_Bait )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( asw_weapon_bait, CASW_Weapon_Bait );
PRECACHE_WEAPON_REGISTER( asw_weapon_bait );
#ifndef CLIENT_DLL
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_Bait )
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
END_DATADESC()
#endif /* not client */
ConVar asw_bait_launch_delay("asw_bait_launch_delay", "0.15f", FCVAR_REPLICATED, "Delay before bait is thrown");
ConVar asw_bait_refire_time("asw_bait_refire_time", "0.1f", FCVAR_REPLICATED, "Time between starting a new bait throw");
#define ASW_BAIT_FASTEST_REFIRE_TIME asw_bait_refire_time.GetFloat()
CASW_Weapon_Bait::CASW_Weapon_Bait()
{
m_flSoonestPrimaryAttack = 0;
}
CASW_Weapon_Bait::~CASW_Weapon_Bait()
{
}
bool CASW_Weapon_Bait::OffhandActivate()
{
if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
return false;
PrimaryAttack();
return true;
}
void CASW_Weapon_Bait::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
CASW_Marine *pMarine = GetMarine();
bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this);
// weapon is lost when all ammo is gone
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
//Reload();
#ifndef CLIENT_DLL
if (pMarine)
{
pMarine->Weapon_Detach(this);
if (bThisActive)
pMarine->SwitchToNextBestWeapon(NULL);
}
Kill();
#endif
return;
}
if (pMarine && gpGlobals->curtime > m_flDelayedFire)
{
#ifdef CLIENT_DLL
if ( !prediction->InPrediction() || prediction->IsFirstTimePredicted() )
{
pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
}
#else
pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
pMarine->OnWeaponFired( this, 1 );
#endif
// start our delayed attack
m_bShotDelayed = true;
m_flDelayedFire = gpGlobals->curtime + asw_bait_launch_delay.GetFloat();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.36f;
// make sure our primary weapon can't fire while we do the throw anim
if (!bThisActive && pMarine->GetActiveASWWeapon())
{
// if we're offhand activating, make sure our primary weapon can't fire until we're done
pMarine->GetActiveASWWeapon()->m_flNextPrimaryAttack = m_flNextPrimaryAttack + asw_bait_launch_delay.GetFloat();
pMarine->GetActiveASWWeapon()->m_bIsFiring = false;
}
}
}
void CASW_Weapon_Bait::DelayedAttack()
{
m_bShotDelayed = false;
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
CASW_Marine *pMarine = GetMarine();
if ( !pMarine || pMarine->GetWaterLevel() == 3 )
return;
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
Vector vecSrc = pMarine->GetOffhandThrowSource();
AngularImpulse rotSpeed(0,0,720);
Vector vecDest = pPlayer->GetCrosshairTracePos();
Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;
CASW_Bait *pEnt = CASW_Bait::Bait_Create( vecSrc, QAngle(90,0,0), newVel, rotSpeed, pMarine );
if ( pEnt )
{
float flDuration = pEnt->GetDuration();
//CALL_ATTRIB_HOOK_FLOAT( flDuration, mod_duration );
pEnt->SetDuration( flDuration );
pEnt->SetGravity( GetThrowGravity() );
}
#endif
// decrement ammo
m_iClip1 -= 1;
#ifndef CLIENT_DLL
DestroyIfEmpty( true );
#endif
m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_BAIT_FASTEST_REFIRE_TIME;
if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
else
m_flNextPrimaryAttack = gpGlobals->curtime;
}
void CASW_Weapon_Bait::Precache()
{
PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
PrecacheModel( "swarm/sprites/greylaser1.vmt" );
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "asw_bait" );
#endif
}
// this weapon doesn't reload
bool CASW_Weapon_Bait::Reload()
{
return false;
}
void CASW_Weapon_Bait::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_bInReload )
return;
CBasePlayer *pOwner = GetCommander();
if ( !pOwner )
return;
//Allow a refire as fast as the player can click
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
}
}
int CASW_Weapon_Bait::ASW_SelectWeaponActivity(int idealActivity)
{
// we just use the normal 'no weapon' anims for this
return idealActivity;
}