Exemple #1
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer, bool Invis /*= false*/ )
{
#ifndef CLIENT_DLL
    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 );
    //DHL - We're just gonna set the grenade off at vecSrc if it goes off "in their hand", so don't worry about velocity
    if ( !Invis )
        vecThrow += vForward * 1200;
    //DHL: Added conditional to last arg, to allow priming...
    //If we haven't hit the time we should explode yet, use the remaining time as the clock for the grenade
    //Otherwise (we're due to explode) throw (will be forced in the PostFrame function) and go off near immediately
    CBaseGrenade *pGrenade = Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, ( (flExplodeTime > gpGlobals->curtime) ? (flExplodeTime - gpGlobals->curtime) : 0.01f ), false );

    if ( pGrenade )
    {
        if ( pPlayer && pPlayer->m_lifeState != LIFE_ALIVE )
        {
            pPlayer->GetVelocity( &vecThrow, NULL );

            IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();
            if ( pPhysicsObject )
            {
                pPhysicsObject->SetVelocity( &vecThrow, NULL );
            }
        }

        pGrenade->SetDamage( GetHL2MPWpnData().m_iPlayerDamage );
        pGrenade->SetDamageRadius( GRENADE_DAMAGE_RADIUS );
        if ( Invis ) //DHL - Don't always want to be able to see the grenade
        {
            pGrenade->AddEffects( EF_NODRAW );
            pGrenade->SetMoveType( MOVETYPE_NONE );

            CUtlVector<CBaseEntity *> childrenList;
            GetAllChildren( pGrenade, childrenList );
            if ( childrenList.Count() ) // If there's any children in the list...
            {
                for ( int i = childrenList.Count()-1; i >= 0; --i )
                {
                    UTIL_Remove( childrenList[i] ); //Remove them all
                }
            }
            pGrenade->SetAbsVelocity( vec3_origin );
            pGrenade->SetAbsOrigin( vecSrc ); //Put the grenade right back in their hand incase it's moved
            pGrenade->Detonate();
        }
    }
#endif

    m_bRedraw = true;

    WeaponSound( SINGLE );

    // player "shoot" animation
    pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
void CNPC_Zombine::HandleAnimEvent( animevent_t *pEvent )
{
	if ( pEvent->event == AE_ZOMBINE_PULLPIN )
	{
		Vector vecStart;
		QAngle angles;
		GetAttachment( "grenade_attachment", vecStart, angles );

		CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );

		if ( pGrenade )
		{
			// Move physobject to shadow
			IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();

			if ( pPhysicsObject )
			{
				pGrenade->VPhysicsDestroyObject();

				int iAttachment = LookupAttachment( "grenade_attachment");

				pGrenade->SetMoveType( MOVETYPE_NONE );
				pGrenade->SetSolid( SOLID_NONE );
				pGrenade->SetCollisionGroup( COLLISION_GROUP_DEBRIS );

				pGrenade->SetAbsOrigin( vecStart );
				pGrenade->SetAbsAngles( angles );

				pGrenade->SetParent( this, iAttachment );

				pGrenade->SetDamage( 200.0f );
				m_hGrenade = pGrenade;
				
				EmitSound( "Zombine.ReadyGrenade" );

				// Tell player allies nearby to regard me!
				CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
				CAI_BaseNPC *pNPC;
				for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
				{
					pNPC = ppAIs[i];

					if( pNPC->Classify() == CLASS_PLAYER_ALLY || pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) )
					{
						int priority;
						Disposition_t disposition;

						priority = pNPC->IRelationPriority(this);
						disposition = pNPC->IRelationType(this);

						pNPC->AddEntityRelationship( this, disposition, priority + 1 );
					}
				}
			}

			m_iGrenadeCount--;
		}

		return;
	}

	if ( pEvent->event == AE_NPC_ATTACK_BROADCAST )
	{
		if ( HasGrenade() )
			return;
	}

	BaseClass::HandleAnimEvent( pEvent );
}