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 Gas Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_gas.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_GAS_TIMER 3.0f //Seconds
//=============================================================================
//
// TF Gas Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeGas, DT_TFGrenadeGas )
BEGIN_NETWORK_TABLE( CTFGrenadeGas, DT_TFGrenadeGas )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeGas )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_gas, CTFGrenadeGas );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_gas );
//=============================================================================
//
// TF Gas Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeGas )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeGas::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeGasProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Gas Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_gas.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_gas_projectile, CTFGrenadeGasProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_gas_projectile );
BEGIN_DATADESC( CTFGrenadeGasProjectile )
DEFINE_THINKFUNC( Think_Emit ),
DEFINE_THINKFUNC( Think_Fade ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeGasProjectile* CTFGrenadeGasProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeGasProjectile *pGrenade = static_cast<CTFGrenadeGasProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_gas_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
if ( pGrenade )
{
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
}
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
m_hGasEffect = NULL;
}
CTFGrenadeGasProjectile::~CTFGrenadeGasProjectile()
{
if ( m_hGasEffect.Get() )
{
UTIL_Remove( m_hGasEffect );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheParticleSystem( "spy_gasgrenade" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Gas.Bounce" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::DetonateThink( void )
{
// if we're past the detonate time but still moving, delay the detonate
if ( gpGlobals->curtime > GetDetonateTime() && VPhysicsGetObject() )
{
Vector vel;
VPhysicsGetObject()->GetVelocity( &vel, NULL );
if ( vel.Length() > 35.0 )
{
SetTimer( gpGlobals->curtime + 0.5 );
}
}
BaseClass::DetonateThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
// start emitting gas
VPhysicsGetObject()->EnableMotion( false );
m_hGasEffect = ( CTFGasGrenadeEffect * )CreateEntityByName("tf_gas_grenade_effect");
CBaseEntity *pGasEffect = m_hGasEffect.Get();
if ( pGasEffect )
{
DispatchSpawn( pGasEffect );
pGasEffect->SetAbsOrigin( GetAbsOrigin() );
}
EmitSound( "BaseSmokeEffect.Sound" );
// damage / hallucination effect in waves
m_nPulses = 20;
SetThink( &CTFGrenadeGasProjectile::Think_Emit );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Emit gas pulses
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Think_Emit( void )
{
Vector vecOrigin = GetAbsOrigin();
float flDamage = 10;
CTakeDamageInfo info( this, GetThrower(), vec3_origin, vecOrigin, flDamage, DMG_NERVEGAS | DMG_PREVENT_PHYSICS_FORCE );
CBaseEntity* pEntity = NULL;
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, vecOrigin, TF_HALLUCINATION_RADIUS ) ) != NULL )
{
// check for valid player
if ( !pEntity->IsPlayer() )
continue;
pEntity->TakeDamage( info );
}
m_nPulses--;
if ( m_nPulses <= 0 )
{
// Fade out
SetThink( &CTFGrenadeGasProjectile::Think_Fade );
}
SetNextThink( gpGlobals->curtime + 0.75 );
}
//-----------------------------------------------------------------------------
// Fade the projectile out over time before making it disappear
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Think_Fade()
{
color32 c = GetRenderColor();
c.a -= 1;
SetRenderColor( c.r, c.b, c.g, c.a );
if ( !c.a )
{
UTIL_Remove( this );
}
SetNextThink( gpGlobals->curtime );
}
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFGasGrenadeEffect, DT_TFGasGrenadeEffect )
BEGIN_NETWORK_TABLE(CTFGasGrenadeEffect, DT_TFGasGrenadeEffect )
END_NETWORK_TABLE()
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( tf_gas_grenade_effect, CTFGasGrenadeEffect );
#endif
#ifndef CLIENT_DLL
int CTFGasGrenadeEffect::UpdateTransmitState( void )
{
return SetTransmitState( FL_EDICT_PVSCHECK );
}
#else
void CTFGasGrenadeEffect::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED && m_pGasEffect == NULL )
{
m_pGasEffect = ParticleProp()->Create( "spy_gasgrenade", PATTACH_ABSORIGIN );
}
}
#endif // CLIENT_DLL