Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "grenade_base_empable.h"
#include "particles_simple.h"
//-----------------------------------------------------------------------------
// Purpose: Client side entity for the antipersonnel grenades
//-----------------------------------------------------------------------------
class C_GrenadeAntiPersonnel : public C_BaseEMPableGrenade
{
DECLARE_CLASS( C_GrenadeAntiPersonnel, C_BaseEMPableGrenade );
public:
DECLARE_CLIENTCLASS();
C_GrenadeAntiPersonnel();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
public:
C_GrenadeAntiPersonnel( const C_GrenadeAntiPersonnel & );
};
IMPLEMENT_CLIENTCLASS_DT(C_GrenadeAntiPersonnel, DT_GrenadeAntiPersonnel, CGrenadeAntiPersonnel)
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_GrenadeAntiPersonnel::C_GrenadeAntiPersonnel( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_GrenadeAntiPersonnel::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Only think when sapping
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: Spawn effects if I'm sapping
//-----------------------------------------------------------------------------
void C_GrenadeAntiPersonnel::ClientThink( void )
{
// Fire smoke puffs out the side
CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "AntipersonnelGrenade::Effect" );
pSmokeEmitter->SetSortOrigin( GetAbsOrigin() );
int iSmokeClouds = random->RandomInt(1,2);
for ( int i = 0; i < iSmokeClouds; i++ )
{
SimpleParticle *pParticle = (SimpleParticle *) pSmokeEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[1], GetAbsOrigin() );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.3f );
pParticle->m_uchStartSize = random->RandomFloat(2,5);
pParticle->m_uchEndSize = pParticle->m_uchStartSize + 2;
pParticle->m_vecVelocity = vec3_origin;
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 64;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
pParticle->m_uchColor[0] = 50;
pParticle->m_uchColor[1] = 250;
pParticle->m_uchColor[2] = 50;
}
}