/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== generic grenade.cpp ======================================================== */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "soundent.h" #include "decals.h" LINK_ENTITY_TO_CLASS(tnt, CTnt); void CTnt::Spawn(void) { pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/w_tnt.mdl"); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); pev->dmg = 100; m_fRegisteredSound = FALSE; } CGrenade * CTnt::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) { CTnt *pTnt = GetClassPtr((CTnt *)NULL); pTnt->Spawn(); UTIL_SetOrigin(pTnt->pev, vecStart); pTnt->pev->velocity = vecVelocity; pTnt->pev->angles = UTIL_VecToAngles(pTnt->pev->velocity); pTnt->pev->owner = ENT(pevOwner); pTnt->SetTouch(&CTnt::BounceTouch); // Bounce if touched // Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate // will insert a DANGER sound into the world sound list and delay detonation for one second so that // the grenade explodes after the exact amount of time specified in the call to ShootTimed(). pTnt->pev->dmgtime = gpGlobals->time + time; pTnt->SetThink(&CTnt::TumbleThink); pTnt->pev->nextthink = gpGlobals->time + 0.1; if (time < 0.1) { pTnt->pev->nextthink = gpGlobals->time; pTnt->pev->velocity = Vector(0, 0, 0); } pTnt->pev->sequence = RANDOM_LONG(3, 6); pTnt->pev->framerate = 1.0; // Tumble through the air // pTnt->pev->avelocity.x = -400; pTnt->pev->gravity = 0.5; pTnt->pev->friction = 0.8; SET_MODEL(ENT(pTnt->pev), "models/w_tnt.mdl"); pTnt->pev->dmg = 100; return pTnt; }