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141 lines
4.3 KiB
141 lines
4.3 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Napalm 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_napalm.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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//=============================================================================
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//
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// TF Napalm Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNapalm, DT_TFGrenadeNapalm )
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BEGIN_NETWORK_TABLE( CTFGrenadeNapalm, DT_TFGrenadeNapalm )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeNapalm )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm, CTFGrenadeNapalm );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm );
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//=============================================================================
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//
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// TF Napalm 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( CTFGrenadeNapalm )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeNapalm::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 CTFGrenadeNapalmProjectile::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 Napalm 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_napalm.mdl"
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm_projectile, CTFGrenadeNapalmProjectile );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm_projectile );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeNapalmProjectile* CTFGrenadeNapalmProjectile::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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CTFGrenadeNapalmProjectile *pGrenade = static_cast<CTFGrenadeNapalmProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_napalm_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 CTFGrenadeNapalmProjectile::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 CTFGrenadeNapalmProjectile::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 CTFGrenadeNapalmProjectile::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_Nail.Bounce" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeNapalmProjectile::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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#if 0
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// Tell the bots an HE grenade has exploded
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CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
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if ( pPlayer )
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{
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KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
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pEvent->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEventServerOnly( pEvent );
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}
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#endif
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}
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#endif
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