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96 lines
2.6 KiB
96 lines
2.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Gas 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_smoke_bomb.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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#include "particle_parse.h"
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#include "te_effect_dispatch.h"
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#endif
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//=============================================================================
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//
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// TF Smoke Bomb tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeSmokeBomb, DT_TFGrenadeSmokeBomb )
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BEGIN_NETWORK_TABLE( CTFGrenadeSmokeBomb, DT_TFGrenadeSmokeBomb )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeSmokeBomb )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_smoke_bomb, CTFGrenadeSmokeBomb );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_smoke_bomb );
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//=============================================================================
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//
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// TF Smoke Bomb functions.
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//
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// Server specific.
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#ifdef GAME_DLL
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BEGIN_DATADESC( CTFGrenadeSmokeBomb )
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END_DATADESC()
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extern ConVar tf_smoke_bomb_time;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeSmokeBomb::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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#if 0
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CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
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if ( pTFPlayer )
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{
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CDisablePredictionFiltering disabler;
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// Explosion effect on client
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CEffectData explosionData;
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explosionData.m_vOrigin = pPlayer->GetAbsOrigin();
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explosionData.m_vAngles = pPlayer->GetAbsAngles();
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explosionData.m_fFlags = GetWeaponID();
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// DispatchEffect( "TF_Explosion", explosionData );
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// give them the smoke bomb condition
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// ( invis for X seconds, able to move full speed )
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// ( attacking removes the condition )
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if ( pTFPlayer->CanGoInvisible() )
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{
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pTFPlayer->m_Shared.AddCond( TF_COND_SMOKE_BOMB, tf_smoke_bomb_time.GetFloat() );
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}
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}
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#endif
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Don't explode automatically
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//-----------------------------------------------------------------------------
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bool CTFGrenadeSmokeBomb::ShouldDetonate( void )
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{
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return false;
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}
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#endif // GAME_DLL
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