void CC4::PlayArmingBeeps( void ) { float flStartTime = m_fArmedTime - WEAPON_C4_ARM_TIME; float flProgress = ( gpGlobals->curtime - flStartTime ) / ( WEAPON_C4_ARM_TIME - 0.75 ); int currentFrame = (int)( (float)iNumArmingAnimFrames * flProgress ); int i; for( i=0;i<NUM_BEEPS;i++ ) { if( currentFrame <= m_iBeepFrames[i] ) { break; } else if( !m_bPlayedArmingBeeps[i] ) { m_bPlayedArmingBeeps[i] = true; CCSPlayer *owner = GetPlayerOwner(); Vector soundPosition = owner->GetAbsOrigin() + Vector( 0, 0, 5 ); CPASAttenuationFilter filter( soundPosition ); filter.RemoveRecipient( owner ); // remove anyone that is first person spec'ing the planter int i; CBasePlayer *pPlayer; for( i=1;i<=gpGlobals->maxClients;i++ ) { pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) continue; if( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pPlayer->GetObserverTarget() == GetOwner() ) { filter.RemoveRecipient( pPlayer ); } } EmitSound(filter, entindex(), "c4.click"); break; } } }
void CC4::PrimaryAttack() { bool PlaceBomb = false; CCSPlayer *pPlayer = GetPlayerOwner(); int onGround = FBitSet( pPlayer->GetFlags(), FL_ONGROUND ); if( m_bStartedArming == false ) { if( pPlayer->m_bInBombZone && onGround ) { m_bStartedArming = true; m_fArmedTime = gpGlobals->curtime + WEAPON_C4_ARM_TIME; m_bBombPlacedAnimation = false; //SendWeaponAnim( C4_ARM, UseDecrement() ? 1: 0 ); #if !defined( CLIENT_DLL ) // freeze the player in place while planting pPlayer->SetMaxSpeed( 1 ); // player "arming bomb" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->SetProgressBarTime( 3 ); #endif } else { if ( !pPlayer->m_bInBombZone ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot"); } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground"); } m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; return; } } else { if ( !onGround || !pPlayer->m_bInBombZone ) { if( !pPlayer->m_bInBombZone ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Arming_Cancelled" ); } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground" ); } m_flNextPrimaryAttack = gpGlobals->curtime + 1.5; m_bStartedArming = false; #if !defined( CLIENT_DLL ) // release the player from being frozen, we've somehow left the bomb zone pPlayer->ResetMaxSpeed(); pPlayer->SetProgressBarTime( 0 ); //pPlayer->SetAnimation( PLAYER_HOLDBOMB ); #endif /* if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled { SendWeaponAnim( C4_DRAW, UseDecrement() ? 1: 0 ); } else { SendWeaponAnim( C4_IDLE1, UseDecrement() ? 1: 0 ); } */ return; } else { if( gpGlobals->curtime >= m_fArmedTime ) //the c4 is ready to be armed { //check to make sure the player is still in the bomb target area PlaceBomb = true; } else if( ( gpGlobals->curtime >= (m_fArmedTime - 0.75) ) && ( !m_bBombPlacedAnimation ) ) { //call the c4 Placement animation m_bBombPlacedAnimation = true; //SendWeaponAnim( C4_DROP, UseDecrement() ? 1: 0 ); #if !defined( CLIENT_DLL ) // player "place" animation //pPlayer->SetAnimation( PLAYER_HOLDBOMB ); #endif } } } if ( PlaceBomb && m_bStartedArming ) { m_bStartedArming = false; m_fArmedTime = 0; if( pPlayer->m_bInBombZone ) { #if !defined( CLIENT_DLL ) //Broadcast("BOMBPL"); CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), QAngle(0,0,0) ); // send director message, that something important happened here /* MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR ); WRITE_BYTE ( 9 ); // command length in bytes WRITE_BYTE ( DRC_CMD_EVENT ); // bomb placed WRITE_SHORT( ENTINDEX(pPlayer->edict()) ); WRITE_SHORT( 0 ); WRITE_LONG( 11 | DRC_FLAG_FACEPLAYER ); // eventflags (priority and flags) MESSAGE_END(); */ // tell the Ts the bomb has been planted (on radar) CTeam *pTeam = GetGlobalTeam( TEAM_TERRORIST ); for ( int iPlayer=0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ ) { CBasePlayer *pTempPlayer = pTeam->GetPlayer( iPlayer ); if ( pTempPlayer->m_lifeState != LIFE_DEAD ) { /* MESSAGE_BEGIN( MSG_ONE, gmsgBombDrop, NULL, pTempPlayer->pev ); WRITE_COORD( pBomb->pev->origin.x ); WRITE_COORD( pBomb->pev->origin.y ); WRITE_COORD( pBomb->pev->origin.z ); WRITE_BYTE( 1 ); // bomb was planted MESSAGE_END(); */ } } UTIL_ClientPrintAll( HUD_PRINTCENTER,"#Bomb_Planted" ); pPlayer->SetProgressBarTime( 0 ); // tell bots the bomb has been planted //g_pBotControl->OnEvent( EVENT_BOMB_PLANTED, pPlayer ); CSGameRules()->m_bBombDropped = false; // Play the plant sound. CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "c4.plant" ); // release the player from being frozen pPlayer->ResetMaxSpeed(); // Remove the C4 icon from the HUD //pPlayer->SetBombIcon(); // No more c4! pPlayer->Weapon_Drop( this, NULL, NULL ); UTIL_Remove( this ); #endif return; } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" ); #if !defined( CLIENT_DLL ) //pPlayer->SetAnimation( PLAYER_HOLDBOMB ); // release the player from being frozen pPlayer->ResetMaxSpeed(); #endif m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; return; } } m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; m_flTimeWeaponIdle = gpGlobals->curtime + random->RandomFloat ( 10, 15 ); }
void CC4::PrimaryAttack() { bool PlaceBomb = false; CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; int onGround = FBitSet( pPlayer->GetFlags(), FL_ONGROUND ); CBaseEntity *groundEntity = (onGround) ? pPlayer->GetGroundEntity() : NULL; if ( groundEntity ) { // Don't let us stand on players, breakables, or pushaway physics objects to plant if ( groundEntity->IsPlayer() || IsPushableEntity( groundEntity ) || #ifndef CLIENT_DLL IsBreakableEntity( groundEntity ) || #endif // !CLIENT_DLL IsPushAwayEntity( groundEntity ) ) { onGround = false; } } if( m_bStartedArming == false && m_bBombPlanted == false ) { if( pPlayer->m_bInBombZone && onGround ) { m_bStartedArming = true; m_fArmedTime = gpGlobals->curtime + WEAPON_C4_ARM_TIME; m_bBombPlacedAnimation = false; #if !defined( CLIENT_DLL ) // init the beep flags int i; for( i=0;i<NUM_BEEPS;i++ ) m_bPlayedArmingBeeps[i] = false; // freeze the player in place while planting pPlayer->SetMaxSpeed( 1 ); // player "arming bomb" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->SetNextAttack( gpGlobals->curtime ); IGameEvent * event = gameeventmanager->CreateEvent( "bomb_beginplant" ); if( event ) { event->SetInt("userid", pPlayer->GetUserID() ); event->SetInt("site", pPlayer->m_iBombSiteIndex ); event->SetInt( "priority", 8 ); gameeventmanager->FireEvent( event ); } #endif SendWeaponAnim( ACT_VM_PRIMARYATTACK ); FX_PlantBomb( pPlayer->entindex(), pPlayer->Weapon_ShootPosition() ); } else { if ( !pPlayer->m_bInBombZone ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot"); } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground"); } m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; return; } } else { if ( !onGround || !pPlayer->m_bInBombZone ) { if( !pPlayer->m_bInBombZone ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Arming_Cancelled" ); } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground" ); } m_flNextPrimaryAttack = gpGlobals->curtime + 1.5; m_bStartedArming = false; #if !defined( CLIENT_DLL ) // release the player from being frozen, we've somehow left the bomb zone pPlayer->ResetMaxSpeed(); pPlayer->SetProgressBarTime( 0 ); //pPlayer->SetAnimation( PLAYER_HOLDBOMB ); IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" ); if( event ) { event->SetInt("userid", pPlayer->GetUserID() ); event->SetInt("site", pPlayer->m_iBombSiteIndex ); event->SetInt( "priority", 8 ); gameeventmanager->FireEvent( event ); } #endif if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled { SendWeaponAnim( ACT_VM_DRAW ); } else { SendWeaponAnim( ACT_VM_IDLE ); } return; } else { #ifndef CLIENT_DLL PlayArmingBeeps(); #endif if( gpGlobals->curtime >= m_fArmedTime ) //the c4 is ready to be armed { //check to make sure the player is still in the bomb target area PlaceBomb = true; } else if( ( gpGlobals->curtime >= (m_fArmedTime - 0.75) ) && ( !m_bBombPlacedAnimation ) ) { //call the c4 Placement animation m_bBombPlacedAnimation = true; SendWeaponAnim( ACT_VM_SECONDARYATTACK ); #if !defined( CLIENT_DLL ) // player "place" animation //pPlayer->SetAnimation( PLAYER_HOLDBOMB ); #endif } } } if ( PlaceBomb && m_bStartedArming ) { m_bStartedArming = false; m_fArmedTime = 0; if( pPlayer->m_bInBombZone ) { #if !defined( CLIENT_DLL ) CPlantedC4 *pC4 = CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles() ); if ( pC4 ) { pC4->SetBombSiteIndex( pPlayer->m_iBombSiteIndex ); trace_t tr; UTIL_TraceEntity( pC4, GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-200), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); pC4->SetAbsOrigin( tr.endpos ); CBombTarget *pBombTarget = (CBombTarget*)UTIL_EntityByIndex( pPlayer->m_iBombSiteIndex ); if ( pBombTarget ) { CBaseEntity *pAttachPoint = gEntList.FindEntityByName( NULL, pBombTarget->GetBombMountTarget() ); if ( pAttachPoint ) { pC4->SetAbsOrigin( pAttachPoint->GetAbsOrigin() ); pC4->SetAbsAngles( pAttachPoint->GetAbsAngles() ); pC4->SetParent( pAttachPoint ); } variant_t emptyVariant; pBombTarget->AcceptInput( "BombPlanted", pC4, pC4, emptyVariant, 0 ); } } IGameEvent * event = gameeventmanager->CreateEvent( "bomb_planted" ); if( event ) { event->SetInt("userid", pPlayer->GetUserID() ); event->SetInt("site", pPlayer->m_iBombSiteIndex ); event->SetInt("posx", pPlayer->GetAbsOrigin().x ); event->SetInt("posy", pPlayer->GetAbsOrigin().y ); event->SetInt( "priority", 8 ); gameeventmanager->FireEvent( event ); } // Fire a beep event also so the bots have a chance to hear the bomb event = gameeventmanager->CreateEvent( "bomb_beep" ); if ( event ) { event->SetInt( "entindex", entindex() ); gameeventmanager->FireEvent( event ); } pPlayer->SetProgressBarTime( 0 ); CSGameRules()->m_bBombDropped = false; CSGameRules()->m_bBombPlanted = true; // Play the plant sound. Vector plantPosition = pPlayer->GetAbsOrigin() + Vector( 0, 0, 5 ); CPASAttenuationFilter filter( plantPosition ); EmitSound( filter, entindex(), "c4.plant" ); // release the player from being frozen pPlayer->ResetMaxSpeed(); // No more c4! pPlayer->Weapon_Drop( this, NULL, NULL ); UTIL_Remove( this ); #endif //don't allow the planting to start over again next frame. m_bBombPlanted = true; return; } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" ); #if !defined( CLIENT_DLL ) //pPlayer->SetAnimation( PLAYER_HOLDBOMB ); // release the player from being frozen pPlayer->ResetMaxSpeed(); IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" ); if( event ) { event->SetInt("userid", pPlayer->GetUserID() ); event->SetInt("site", pPlayer->m_iBombSiteIndex ); event->SetInt( "priority", 8 ); gameeventmanager->FireEvent( event ); } #endif m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; return; } } m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; SetWeaponIdleTime( gpGlobals->curtime + SharedRandomFloat("C4IdleTime", 10, 15 ) ); }
// For CTs to defuse the c4 void CPlantedC4::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { //Can't defuse if its already defused or if it has blown up if( !m_bBombTicking ) { SetUse( NULL ); return; } CCSPlayer *player = dynamic_cast< CCSPlayer* >( pActivator ); if ( !player || player->GetTeamNumber() != TEAM_CT ) return; if ( m_bStartDefuse ) { if ( player != m_pBombDefuser ) { if ( player->m_iNextTimeCheck < gpGlobals->curtime ) { ClientPrint( player, HUD_PRINTCENTER, "#Bomb_Already_Being_Defused" ); player->m_iNextTimeCheck = gpGlobals->curtime + 1; } return; } m_flNextDefuse = gpGlobals->curtime + 0.5; } else { // freeze the player in place while defusing player->SetMaxSpeed( 1 ); IGameEvent * event = gameeventmanager->CreateEvent("bomb_begindefuse" ); if( event ) { event->SetInt( "userid", player->GetUserID() ); if ( player->HasDefuser() ) { event->SetInt( "haskit", 1 ); // TODO show messages on clients on event ClientPrint( player, HUD_PRINTCENTER, "#Defusing_Bomb_With_Defuse_Kit" ); } else { event->SetInt( "haskit", 0 ); // TODO show messages on clients on event ClientPrint( player, HUD_PRINTCENTER, "#Defusing_Bomb_Without_Defuse_Kit" ); } event->SetInt( "priority", 8 ); gameeventmanager->FireEvent( event ); } Vector soundPosition = player->GetAbsOrigin() + Vector( 0, 0, 5 ); CPASAttenuationFilter filter( soundPosition ); EmitSound( filter, entindex(), "c4.disarmstart" ); m_flDefuseLength = player->HasDefuser() ? 5 : 10; m_flNextDefuse = gpGlobals->curtime + 0.5; m_pBombDefuser = player; m_bStartDefuse = TRUE; player->m_bIsDefusing = true; m_flDefuseCountDown = gpGlobals->curtime + m_flDefuseLength; //start the progress bar player->SetProgressBarTime( m_flDefuseLength ); } }