void CASW_Weapon_Freeze_Grenades::DelayedAttack( void )
{
	m_bShotDelayed = false;
	
	CASW_Player *pPlayer = GetCommander();
	if ( !pPlayer )
		return;

	CASW_Marine *pMarine = GetMarine();
	if ( !pMarine || pMarine->GetWaterLevel() == 3 )
		return;
	
#ifndef CLIENT_DLL		
	Vector vecSrc = pMarine->GetOffhandThrowSource();

	Vector vecDest = pPlayer->GetCrosshairTracePos();
	Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;
	
	float fGrenadeRadius = GetBoomRadius( pMarine );
	if (asw_debug_marine_damage.GetBool())
	{
		Msg( "Freeze grenade radius = %f \n", fGrenadeRadius );
	}
	pMarine->GetMarineSpeech()->Chatter( CHATTER_GRENADE );

	// freeze aliens completely, plus the freeze duration
	float flFreezeAmount = 1.0f + MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_FREEZE_DURATION);

	if (ASWGameRules())
		ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;

	CASW_Grenade_Freeze *pGrenade = CASW_Grenade_Freeze::Freeze_Grenade_Create( 
		1.0f,
		flFreezeAmount,
		fGrenadeRadius,
		0,
		vecSrc, pMarine->EyeAngles(), newVel, AngularImpulse(0,0,0), pMarine, this );
	if ( pGrenade )
	{
		pGrenade->SetGravity( GetThrowGravity() );
		pGrenade->SetExplodeOnWorldContact( true );
	}
	
#endif
		// decrement ammo
	m_iClip1 -= 1;

#ifndef CLIENT_DLL
	DestroyIfEmpty( true );
#endif

	m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_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;
}
Пример #2
0
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;
}