Пример #1
0
bool CWeapon_SLAM::Deploy( void )
{
	CBaseCombatCharacter *pOwner  = GetOwner();
	if (!pOwner)
	{
		return false;
	}

	m_bDetonatorArmed = AnyUndetonatedCharges();


	SetModel( GetViewModel() );

	m_tSlamState		= (int)SLAM_SATCHEL_THROW;

	// ------------------------------
	// Pick the right draw animation
	// ------------------------------
	int iActivity;

	// If detonator is already armed
	m_bNeedReload = false;
	if (m_bDetonatorArmed)
	{
		if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
		{
			iActivity = ACT_SLAM_DETONATOR_DRAW;
			m_bNeedReload = true;
		}
		else if (CanAttachSLAM())
		{
			iActivity = ACT_SLAM_DETONATOR_STICKWALL_DRAW; 
			SetSlamState(SLAM_TRIPMINE_READY);
		}
		else
		{
			iActivity = ACT_SLAM_DETONATOR_THROW_DRAW; 
			SetSlamState(SLAM_SATCHEL_THROW);
		}
	}
	else
	{	
		if (CanAttachSLAM())
		{
			iActivity = ACT_SLAM_TRIPMINE_DRAW; 
			SetSlamState(SLAM_TRIPMINE_READY);
		}
		else
		{
			iActivity = ACT_SLAM_THROW_ND_DRAW; 
			SetSlamState(SLAM_SATCHEL_THROW);
		}
	}

	return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SLAMThink( void )
{
	if (m_flWallSwitchTime <= gpGlobals->curtime)
	{
		// If not in tripmine mode we need to check to see if we are close to
		// a wall. If we are we go into satchel_attach mode
		CBaseCombatCharacter *pOwner  = GetOwner();

		if ((m_tSlamState != SLAM_TRIPMINE_READY) && (pOwner && pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0))
		{	
			if (CanAttachSLAM())
			{
				if (m_tSlamState == SLAM_SATCHEL_THROW)
				{
					SetSlamState(SLAM_SATCHEL_ATTACH);
					int iAnim =	m_bDetonatorArmed ? ACT_SLAM_THROW_TO_STICKWALL : ACT_SLAM_THROW_TO_STICKWALL_ND;
					SendWeaponAnim( iAnim );
					m_flWallSwitchTime = gpGlobals->curtime + SequenceDuration();
				}
			}
			else
			{
				if (m_tSlamState == SLAM_SATCHEL_ATTACH)
				{
					SetSlamState(SLAM_SATCHEL_THROW);
					int iAnim =	m_bDetonatorArmed ? ACT_SLAM_STICKWALL_TO_THROW : ACT_SLAM_STICKWALL_TO_THROW_ND;
					SendWeaponAnim( iAnim );
					m_flWallSwitchTime = gpGlobals->curtime + SequenceDuration();
				}
			}
		}
	}
	SetNextThink( gpGlobals->curtime + 0.1f );
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::PrimaryAttack( void )
{
	CBaseCombatCharacter *pOwner  = GetOwner();
	if (!pOwner)
	{ 
		return;
	}

	if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
	{
		return;
	}

	switch (m_tSlamState)
	{
		case SLAM_TRIPMINE_READY:
			if (CanAttachSLAM())
			{
				StartTripmineAttach();
			}
			break;
		case SLAM_SATCHEL_THROW:
			StartSatchelThrow();
			break;
		case SLAM_SATCHEL_ATTACH:
			StartSatchelAttach();
			break;
	}
}
Пример #4
0
//-----------------------------------------------------------------------------
// Purpose: Secondary attack switches between satchel charge and tripmine mode
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SecondaryAttack( void )
{
	return; // Nothin for now. SLAM's just a tripmine.

	CBaseCombatCharacter *pOwner  = GetOwner();
	if (!pOwner)
	{
		return;
	}

	if (m_bDetonatorArmed)
	{
		StartSatchelDetonate();
	}
	else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
	{
		if (m_tSlamState == SLAM_TRIPMINE_READY)
		{
			// Play sound for going to throw mode
			EmitSound( "Weapon_SLAM.ThrowMode" );

			if (CanAttachSLAM())
			{
				SetSlamState(SLAM_SATCHEL_ATTACH);
				SendWeaponAnim( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
			}
			else
			{
				SetSlamState(SLAM_SATCHEL_THROW);
				SendWeaponAnim( ACT_SLAM_TRIPMINE_TO_THROW_ND );
			}
		}
		else
		{
			// Play sound for going to tripmine mode
			EmitSound( "Weapon_SLAM.TripMineMode" );

			if (m_tSlamState == SLAM_SATCHEL_ATTACH)
			{
				SetSlamState(SLAM_TRIPMINE_READY);
				SendWeaponAnim( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
			}
			else
			{
				SetSlamState(SLAM_TRIPMINE_READY);
				SendWeaponAnim( ACT_SLAM_THROW_TO_TRIPMINE_ND );
			}
		}
		m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
	}
}
Пример #5
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelThrow( void )
{	
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

#ifndef CLIENT_DLL
	m_bThrowSatchel = false;


	Vector vecSrc	 = pPlayer->WorldSpaceCenter();
	Vector vecFacing = pPlayer->BodyDirection3D( );
	vecSrc = vecSrc + vecFacing * 18.0;
	// BUGBUG: is this because vecSrc is not from Weapon_ShootPosition()???
	vecSrc.z += 24.0f;

	Vector vecThrow;
	GetOwner()->GetVelocity( &vecThrow, NULL );
	vecThrow += vecFacing * 500;

	// Player may have turned to face a wall during the throw anim in which case
	// we don't want to throw the SLAM into the wall
	if (CanAttachSLAM())
	{
		vecThrow = vecFacing;
		vecSrc   = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
	}	

	CSatchelCharge *pSatchel = (CSatchelCharge*)Create( "npc_satchel", vecSrc, vec3_angle, GetOwner() );

	if ( pSatchel )
	{
		pSatchel->SetThrower( GetOwner() );
		pSatchel->ApplyAbsVelocityImpulse( vecThrow );
		pSatchel->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
		pSatchel->m_bIsLive = true;
		pSatchel->m_pMyWeaponSLAM = this;
	}

	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif

	//Tony; is there a different anim in the player? must check..
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	// Play throw sound
	EmitSound( "Weapon_SLAM.SatchelThrow" );
}