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278 lines
8.6 KiB
278 lines
8.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Mirv 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_mirv.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_MIRV_TIMER 3.0f // seconds
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#define GRENADE_MIRV_LEADIN 2.0f
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//=============================================================================
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//
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// TF Demoman Mirv Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeMirv_Demoman, DT_TFGrenadeMirv_Demoman )
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BEGIN_NETWORK_TABLE( CTFGrenadeMirv_Demoman, DT_TFGrenadeMirv_Demoman )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeMirv_Demoman )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv_demoman, CTFGrenadeMirv_Demoman );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv_demoman );
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//=============================================================================
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//
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// TF Mirv Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeMirv, DT_TFGrenadeMirv )
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BEGIN_NETWORK_TABLE( CTFGrenadeMirv, DT_TFGrenadeMirv )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeMirv )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv, CTFGrenadeMirv );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv );
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//=============================================================================
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//
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// TF Mirv 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( CTFGrenadeMirv )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeMirv::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 CTFGrenadeMirvProjectile::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 Mirv Grenade Projectile functions (Server specific).
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//
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#ifdef GAME_DLL
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BEGIN_DATADESC( CTFGrenadeMirvProjectile )
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DEFINE_THINKFUNC( DetonateThink ),
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END_DATADESC()
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_mirv.mdl"
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv_projectile, CTFGrenadeMirvProjectile );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv_projectile );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeMirvProjectile* CTFGrenadeMirvProjectile::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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CTFGrenadeMirvProjectile *pGrenade = static_cast<CTFGrenadeMirvProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_mirv_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
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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 CTFGrenadeMirvProjectile::Spawn()
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{
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SetModel( GRENADE_MODEL );
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BaseClass::Spawn();
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m_bPlayedLeadIn = false;
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SetThink( &CTFGrenadeMirvProjectile::DetonateThink );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeMirvProjectile::Precache()
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheScriptSound( "Weapon_Grenade_Mirv.LeadIn" );
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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 CTFGrenadeMirvProjectile::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_Mirv.Bounce" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeMirvProjectile::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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BaseClass::Detonate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeMirvProjectile::DetonateThink( void )
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{
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if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_MIRV_LEADIN )
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{
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Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
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CPASAttenuationFilter filter( soundPosition );
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EmitSound( filter, entindex(), "Weapon_Grenade_Mirv.LeadIn" );
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m_bPlayedLeadIn = true;
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}
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BaseClass::DetonateThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeMirvProjectile::Explode( trace_t *pTrace, int bitsDamageType )
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{
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// Pass through.
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BaseClass::Explode( pTrace, bitsDamageType );
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m_bPlayedLeadIn = false;
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// Server specific.
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#ifdef GAME_DLL
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// Create the bomblets.
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for ( int iBomb = 0; iBomb < TF_WEAPON_GRENADE_MIRV_BOMB_COUNT; ++iBomb )
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{
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Vector vecSrc = pTrace->endpos + Vector( 0, 0, 1.0f );
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Vector vecVelocity( random->RandomFloat( -75.0f, 75.0f ) * 3.0f,
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random->RandomFloat( -75.0f, 75.0f ) * 3.0f,
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random->RandomFloat( 30.0f, 70.0f ) * 5.0f );
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Vector vecZero( 0,0,0 );
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CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
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float flTime = 2.0f + random->RandomFloat( 0.0f, 1.0f );
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CTFGrenadeMirvBomb::Create( vecSrc, GetAbsAngles(), vecVelocity, vecZero, pPlayer, flTime );
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}
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#endif
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}
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//=============================================================================
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//
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// TF Mirv Bomb functions (Server specific).
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//
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#define GRENADE_MODEL_BOMBLET "models/weapons/w_models/w_grenade_bomblet.mdl"
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#define TF_WEAPON_GRENADE_MIRV_BOMB_GRAVITY 0.5f
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#define TF_WEAPON_GRENADE_MIRV_BOMB_FRICTION 0.8f
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#define TF_WEAPON_GRENADE_MIRV_BOMB_ELASTICITY 0.45f
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv_bomb, CTFGrenadeMirvBomb );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv_bomb );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeMirvBomb *CTFGrenadeMirvBomb::Create( const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, float timer )
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{
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CTFGrenadeMirvBomb *pBomb = static_cast<CTFGrenadeMirvBomb*>( CBaseEntity::Create( "tf_weapon_grenade_mirv_bomb", position, angles, pOwner ) );
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if ( pBomb )
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{
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pBomb->SetDetonateTimerLength( timer );
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pBomb->SetupInitialTransmittedGrenadeVelocity( velocity );
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pBomb->SetThrower( pOwner );
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pBomb->SetOwnerEntity( NULL );
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pBomb->SetGravity( TF_WEAPON_GRENADE_MIRV_BOMB_GRAVITY );
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pBomb->SetFriction( TF_WEAPON_GRENADE_MIRV_BOMB_GRAVITY );
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pBomb->SetElasticity( TF_WEAPON_GRENADE_MIRV_BOMB_ELASTICITY );
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pBomb->m_flDamage = 180.0f;
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pBomb->m_DmgRadius = 198.0f;
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pBomb->ChangeTeam( pOwner->GetTeamNumber() );
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pBomb->SetCollisionGroup( TF_COLLISIONGROUP_GRENADES );
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IPhysicsObject *pPhysicsObject = pBomb->VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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pPhysicsObject->AddVelocity( &velocity, &angVelocity );
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}
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}
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return pBomb;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeMirvBomb::Spawn()
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{
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SetModel( GRENADE_MODEL_BOMBLET );
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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 CTFGrenadeMirvBomb::Precache()
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{
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PrecacheModel( GRENADE_MODEL_BOMBLET );
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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 CTFGrenadeMirvBomb::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_MirvBomb.Bounce" );
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}
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#endif
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