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- //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
- //
- // Purpose: TF Concussion Grenade.
- //
- //=============================================================================//
- #include "cbase.h"
- #include "tf_weaponbase.h"
- #include "tf_gamerules.h"
- #include "npcevent.h"
- #include "engine/IEngineSound.h"
- #include "tf_weapon_grenade_concussion.h"
- // Server specific.
- #ifdef GAME_DLL
- #include "tf_player.h"
- #include "items.h"
- #include "tf_weaponbase_grenadeproj.h"
- #include "soundent.h"
- #include "KeyValues.h"
- #endif
- #define GRENADE_CONCUSSION_TIMER 3.0f // seconds
- //=============================================================================
- //
- // TF Concussion Grenade tables.
- //
- IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeConcussion, DT_TFGrenadeConcussion )
- BEGIN_NETWORK_TABLE( CTFGrenadeConcussion, DT_TFGrenadeConcussion )
- END_NETWORK_TABLE()
- BEGIN_PREDICTION_DATA( CTFGrenadeConcussion )
- END_PREDICTION_DATA()
- LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion, CTFGrenadeConcussion );
- PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion );
- //=============================================================================
- //
- // TF Concussion Grenade functions.
- //
- // Server specific.
- #ifdef GAME_DLL
- BEGIN_DATADESC( CTFGrenadeConcussion )
- END_DATADESC()
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- CTFWeaponBaseGrenadeProj *CTFGrenadeConcussion::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
- AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
- {
- return CTFGrenadeConcussionProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
- pPlayer, GetTFWpnData(), flTime );
- }
- #endif
- //=============================================================================
- //
- // TF Concussion Grenade Projectile functions (Server specific).
- //
- #ifdef GAME_DLL
- #define GRENADE_MODEL "models/weapons/w_models/w_grenade_conc.mdl"
- LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion_projectile, CTFGrenadeConcussionProjectile );
- PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion_projectile );
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- CTFGrenadeConcussionProjectile* CTFGrenadeConcussionProjectile::Create( const Vector &position, const QAngle &angles,
- const Vector &velocity, const AngularImpulse &angVelocity,
- CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
- {
- CTFGrenadeConcussionProjectile *pGrenade = static_cast<CTFGrenadeConcussionProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_concussion_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
- if ( pGrenade )
- {
- pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
- }
- return pGrenade;
- }
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CTFGrenadeConcussionProjectile::Spawn()
- {
- SetModel( GRENADE_MODEL );
- BaseClass::Spawn();
- }
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CTFGrenadeConcussionProjectile::Precache()
- {
- PrecacheModel( GRENADE_MODEL );
- BaseClass::Precache();
- }
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CTFGrenadeConcussionProjectile::BounceSound( void )
- {
- EmitSound( "Weapon_Grenade_Concussion.Bounce" );
- }
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CTFGrenadeConcussionProjectile::Detonate()
- {
- if ( ShouldNotDetonate() )
- {
- RemoveGrenade();
- return;
- }
- // The trace start/end.
- Vector vecStart = GetAbsOrigin() + Vector( 0.0f, 0.0f, 8.0f );
- Vector vecEnd = vecStart + Vector( 0.0f, 0.0f, -32.0f );
- trace_t trace;
- UTIL_TraceLine ( vecStart, vecEnd, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &trace );
- // Explode (concuss).
- Explode( &trace, DMG_BLAST );
- // Screen shake.
- if ( GetShakeAmplitude() )
- {
- UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START );
- }
- }
- extern ConVar tf_grenade_show_radius;
- //-----------------------------------------------------------------------------
- // Purpose:
- //-----------------------------------------------------------------------------
- void CTFGrenadeConcussionProjectile::Explode( trace_t *pTrace, int bitsDamageType )
- {
- // Server specific.
- #ifdef GAME_DLL
- // Invisible.
- SetModelName( NULL_STRING );
- AddSolidFlags( FSOLID_NOT_SOLID );
- m_takedamage = DAMAGE_NO;
- // Move the impact point away from the surface a little bit.
- if ( pTrace->fraction != 1.0 )
- {
- SetLocalOrigin( pTrace->endpos + ( pTrace->plane.normal * 0.6 ) );
- }
- // Explosion effect on client
- SendDispatchEffect();
- // Explosion sound.
- CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
- // Explosion damage, using the thrower's position as the report position.
- CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
- Vector vecReported = pPlayer ? pPlayer->GetAbsOrigin() : vec3_origin;
- CTakeDamageInfo info( this, pPlayer, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );
- RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
- // Concussion.
- CBaseEntity *pEntityList[64];
- int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 64, GetAbsOrigin(), m_DmgRadius, FL_CLIENT );
- for ( int iEntity = 0; iEntity < nEntityCount; ++iEntity )
- {
- CBaseEntity *pEntity = pEntityList[iEntity];
- CTFPlayer *pTestPlayer = ToTFPlayer( pEntity );
- // You can concuss yourself.
- bool bIsThrower = ( pPlayer == pTestPlayer );
- if ( bIsThrower || ( pTestPlayer && !InSameTeam( pTestPlayer) ) )
- {
- pTestPlayer->m_Shared.Concussion( this, m_DmgRadius );
- }
- }
- if ( tf_grenade_show_radius.GetBool() )
- {
- DrawRadius( m_DmgRadius );
- }
- // Explosion decal.
- UTIL_DecalTrace( pTrace, "Scorch" );
- // Reset.
- SetThink( &CBaseGrenade::SUB_Remove );
- SetTouch( NULL );
- AddEffects( EF_NODRAW );
- SetAbsVelocity( vec3_origin );
- SetNextThink( gpGlobals->curtime );
- #endif
- }
- #endif
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