Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Mirv Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_mirv.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_MIRV_TIMER 3.0f // seconds
#define GRENADE_MIRV_LEADIN 2.0f
//=============================================================================
//
// TF Demoman Mirv Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeMirv_Demoman, DT_TFGrenadeMirv_Demoman )
BEGIN_NETWORK_TABLE( CTFGrenadeMirv_Demoman, DT_TFGrenadeMirv_Demoman )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeMirv_Demoman )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv_demoman, CTFGrenadeMirv_Demoman );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv_demoman );
//=============================================================================
//
// TF Mirv Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeMirv, DT_TFGrenadeMirv )
BEGIN_NETWORK_TABLE( CTFGrenadeMirv, DT_TFGrenadeMirv )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeMirv )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv, CTFGrenadeMirv );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv );
//=============================================================================
//
// TF Mirv Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeMirv )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeMirv::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeMirvProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Mirv Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeMirvProjectile )
DEFINE_THINKFUNC( DetonateThink ),
END_DATADESC()
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_mirv.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv_projectile, CTFGrenadeMirvProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeMirvProjectile* CTFGrenadeMirvProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeMirvProjectile *pGrenade = static_cast<CTFGrenadeMirvProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_mirv_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
m_bPlayedLeadIn = false;
SetThink( &CTFGrenadeMirvProjectile::DetonateThink );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "Weapon_Grenade_Mirv.LeadIn" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Mirv.Bounce" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
BaseClass::Detonate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::DetonateThink( void )
{
if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_MIRV_LEADIN )
{
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
CPASAttenuationFilter filter( soundPosition );
EmitSound( filter, entindex(), "Weapon_Grenade_Mirv.LeadIn" );
m_bPlayedLeadIn = true;
}
BaseClass::DetonateThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::Explode( trace_t *pTrace, int bitsDamageType )
{
// Pass through.
BaseClass::Explode( pTrace, bitsDamageType );
m_bPlayedLeadIn = false;
// Server specific.
#ifdef GAME_DLL
// Create the bomblets.
for ( int iBomb = 0; iBomb < TF_WEAPON_GRENADE_MIRV_BOMB_COUNT; ++iBomb )
{
Vector vecSrc = pTrace->endpos + Vector( 0, 0, 1.0f );
Vector vecVelocity( random->RandomFloat( -75.0f, 75.0f ) * 3.0f,
random->RandomFloat( -75.0f, 75.0f ) * 3.0f,
random->RandomFloat( 30.0f, 70.0f ) * 5.0f );
Vector vecZero( 0,0,0 );
CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
float flTime = 2.0f + random->RandomFloat( 0.0f, 1.0f );
CTFGrenadeMirvBomb::Create( vecSrc, GetAbsAngles(), vecVelocity, vecZero, pPlayer, flTime );
}
#endif
}
//=============================================================================
//
// TF Mirv Bomb functions (Server specific).
//
#define GRENADE_MODEL_BOMBLET "models/weapons/w_models/w_grenade_bomblet.mdl"
#define TF_WEAPON_GRENADE_MIRV_BOMB_GRAVITY 0.5f
#define TF_WEAPON_GRENADE_MIRV_BOMB_FRICTION 0.8f
#define TF_WEAPON_GRENADE_MIRV_BOMB_ELASTICITY 0.45f
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_mirv_bomb, CTFGrenadeMirvBomb );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_mirv_bomb );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeMirvBomb *CTFGrenadeMirvBomb::Create( const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, float timer )
{
CTFGrenadeMirvBomb *pBomb = static_cast<CTFGrenadeMirvBomb*>( CBaseEntity::Create( "tf_weapon_grenade_mirv_bomb", position, angles, pOwner ) );
if ( pBomb )
{
pBomb->SetDetonateTimerLength( timer );
pBomb->SetupInitialTransmittedGrenadeVelocity( velocity );
pBomb->SetThrower( pOwner );
pBomb->SetOwnerEntity( NULL );
pBomb->SetGravity( TF_WEAPON_GRENADE_MIRV_BOMB_GRAVITY );
pBomb->SetFriction( TF_WEAPON_GRENADE_MIRV_BOMB_GRAVITY );
pBomb->SetElasticity( TF_WEAPON_GRENADE_MIRV_BOMB_ELASTICITY );
pBomb->m_flDamage = 180.0f;
pBomb->m_DmgRadius = 198.0f;
pBomb->ChangeTeam( pOwner->GetTeamNumber() );
pBomb->SetCollisionGroup( TF_COLLISIONGROUP_GRENADES );
IPhysicsObject *pPhysicsObject = pBomb->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->AddVelocity( &velocity, &angVelocity );
}
}
return pBomb;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvBomb::Spawn()
{
SetModel( GRENADE_MODEL_BOMBLET );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvBomb::Precache()
{
PrecacheModel( GRENADE_MODEL_BOMBLET );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvBomb::BounceSound( void )
{
EmitSound( "Weapon_Grenade_MirvBomb.Bounce" );
}
#endif