//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "util.h" #include "basehlcombatweapon.h" #include "player.h" #include "gamerules.h" #include "grenade_tripwire.h" #include "grenade_satchel.h" #include "entitylist.h" #include "weapon_tripwire.h" #include "npcevent.h" #include "in_buttons.h" #include "engine/IEngineSound.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_DATADESC( CWeapon_Tripwire ) DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ), // Function Pointers DEFINE_FUNCTION( TripwireTouch ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire) END_SEND_TABLE() LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire ); // BUGBUG: Enable this when the script & resources are checked in. //PRECACHE_WEAPON_REGISTER(weapon_tripwire); acttable_t CWeapon_Tripwire::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true }, }; IMPLEMENT_ACTTABLE(CWeapon_Tripwire); void CWeapon_Tripwire::Spawn( ) { UTIL_Remove(this); return; BaseClass::Spawn(); Precache( ); UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2)); FallInit();// get ready to fall down SetThink( NULL ); // Give one piece of default ammo when first picked up m_iClip2 = 1; } void CWeapon_Tripwire::Precache( void ) { BaseClass::Precache(); PrecacheScriptSound( "Weapon_Tripwire.Attach" ); UTIL_PrecacheOther( "npc_tripwire" ); } //------------------------------------------------------------------------------ // Purpose : Override to use tripwire's pickup touch function // Input : // Output : //------------------------------------------------------------------------------ void CWeapon_Tripwire::SetPickupTouch( void ) { SetTouch(TripwireTouch); } //----------------------------------------------------------------------------- // Purpose: Override so give correct ammo // Input : pOther - the entity that touched me // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther ) { // --------------------------------------------------- // First give weapon to touching entity if allowed // --------------------------------------------------- BaseClass::DefaultTouch(pOther); // ---------------------------------------------------- // Give ammo if touching client // ---------------------------------------------------- if (pOther->GetFlags() & FL_CLIENT) { // ------------------------------------------------ // If already owned weapon of this type remove me // ------------------------------------------------ CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther ); CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() ); if (oldWeapon != this) { UTIL_Remove( this ); } else { pBCC->GiveAmmo( 1, m_iSecondaryAmmoType ); SetThink(NULL); } } } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo ) { SetThink(NULL); return BaseClass::Holster(pSwitchingTo); } //----------------------------------------------------------------------------- // Purpose: Tripwire has no reload, but must call weapon idle to update state // Input : // Output : //----------------------------------------------------------------------------- bool CWeapon_Tripwire::Reload( void ) { WeaponIdle( ); return true; } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::PrimaryAttack( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; } if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) { return; } if (CanAttachTripwire()) { StartTripwireAttach(); } } //----------------------------------------------------------------------------- // Purpose: Secondary attack does nothing // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::SecondaryAttack( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::TripwireAttach( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; } m_bAttachTripwire = false; Vector vecSrc = pOwner->Weapon_ShootPosition(); Vector vecAiming = pOwner->BodyDirection2D( ); trace_t tr; UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) { QAngle angles; VectorAngles(tr.plane.normal, angles); angles.x += 90; CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL ); CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt; pMine->SetThrower( GetOwner() ); pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); EmitSound( "Weapon_Tripwire.Attach" ); } } } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::StartTripwireAttach( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; } Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->BodyDirection3D( ); trace_t tr; UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { // ALERT( at_console, "hit %f\n", tr.flFraction ); CBaseEntity *pEntity = tr.m_pEnt; if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR)) { // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); // ----------------------------------------- // Play attach animation // ----------------------------------------- SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH); m_bNeedReload = true; m_bAttachTripwire = true; } else { // ALERT( at_console, "no deploy\n" ); } } m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); // SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- bool CWeapon_Tripwire::CanAttachTripwire( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return false; } Vector vecSrc = pOwner->Weapon_ShootPosition(); Vector vecAiming = pOwner->BodyDirection2D( ); trace_t tr; Vector vecEnd = vecSrc + (vecAiming * 42); UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); if (tr.fraction < 1.0) { // Don't attach to a living creature if (tr.m_pEnt) { CBaseEntity *pEntity = tr.m_pEnt; CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity ); if (pBCC) { return false; } } return true; } else { return false; } } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; } if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) { SecondaryAttack(); } else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { PrimaryAttack(); } // ----------------------- // No buttons down // ----------------------- else { WeaponIdle( ); return; } } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeapon_Tripwire::WeaponIdle( void ) { // Ready to switch animations? if ( HasWeaponIdleTimeElapsed() ) { if (m_bClearReload) { m_bNeedReload = false; m_bClearReload = false; } CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return; } int iAnim = 0; if (m_bAttachTripwire) { TripwireAttach(); iAnim = ACT_SLAM_TRIPMINE_ATTACH2; } else if (m_bNeedReload) { // If owner had ammo draw the correct tripwire type if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0) { iAnim = ACT_SLAM_TRIPMINE_DRAW; m_bClearReload = true; } else { pOwner->Weapon_Drop( this ); UTIL_Remove(this); } } else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0) { pOwner->Weapon_Drop( this ); UTIL_Remove(this); } // If I don't need to reload just do the appropriate idle else { iAnim = ACT_SLAM_TRIPMINE_IDLE; } SendWeaponAnim( iAnim ); } } bool CWeapon_Tripwire::Deploy( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) { return false; } SetModel( GetViewModel() ); // ------------------------------ // Pick the right draw animation // ------------------------------ int iActivity; // If detonator is already armed m_bNeedReload = false; iActivity = ACT_SLAM_STICKWALL_ND_DRAW; return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() ); } //----------------------------------------------------------------------------- // Purpose: Constructor // Input : // Output : //----------------------------------------------------------------------------- CWeapon_Tripwire::CWeapon_Tripwire(void) { m_bNeedReload = true; m_bClearReload = false; m_bAttachTripwire = false; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |