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