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386 lines
11 KiB
386 lines
11 KiB
1 year ago
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#include "cbase.h"
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#include "asw_grenade_vindicator.h"
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#include "asw_gamerules.h"
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#include "world.h"
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#include "Sprite.h"
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#include "SpriteTrail.h"
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#include "asw_util_shared.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "te_effect_dispatch.h"
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#include "particle_parse.h"
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#include "asw_player.h"
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#include "asw_achievements.h"
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#include "asw_boomer_blob.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar sk_plr_dmg_asw_r_g;
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ConVar asw_vindicator_grenade_friction("asw_vindicator_grenade_friction", "-1.0f", FCVAR_CHEAT, "Time before grenade can ");
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ConVar asw_vindicator_grenade_gravity("asw_vindicator_grenade_gravity", "0.8f", FCVAR_CHEAT, "Gravity of vindicator grenade");
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ConVar asw_vindicator_grenade_elasticity("asw_vindicator_grenade_elasticity", "1.8f", FCVAR_CHEAT, "elasticity of vindicator grenade");
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ConVar asw_vindicator_grenade_min_detonation_time("asw_vindicator_grenade_min_detonation_time", "0.05f", FCVAR_CHEAT, "Minimum before this grenade can detonate");
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ConVar asw_vindicator_grenade_mass("asw_vindicator_grenade_mass", "10", FCVAR_CHEAT, "Mass of indendiary/cluster grenade");
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ConVar asw_vindicator_grenade_fuse("asw_vindicator_grenade_fuse", "3", FCVAR_CHEAT, "Fuse time on incendiary grenades");
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const float GRENADE_COEFFICIENT_OF_RESTITUTION = 0.2f;
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#define VIND_GRENADE_MODEL "models/swarm/grenades/VindicatorGrenadeProjectile.mdl"
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LINK_ENTITY_TO_CLASS( asw_grenade_vindicator, CASW_Grenade_Vindicator );
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PRECACHE_REGISTER( asw_grenade_vindicator );
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BEGIN_DATADESC( CASW_Grenade_Vindicator )
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DEFINE_FUNCTION( VGrenadeTouch ),
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DEFINE_THINKFUNC( Detonate ),
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DEFINE_FIELD( m_pMainGlow, FIELD_EHANDLE ),
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DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iClusters, FIELD_INTEGER ),
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DEFINE_FIELD( m_fEarliestTouchDetonationTime, FIELD_TIME ),
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DEFINE_FIELD( m_bKicked, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bExplodeOnWorldContact, FIELD_BOOLEAN ),
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END_DATADESC()
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extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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CASW_Grenade_Vindicator::CASW_Grenade_Vindicator()
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{
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g_aExplosiveProjectiles.AddToTail( this );
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}
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CASW_Grenade_Vindicator::~CASW_Grenade_Vindicator()
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{
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g_aExplosiveProjectiles.FindAndRemove( this );
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}
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void CASW_Grenade_Vindicator::Spawn( void )
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{
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Precache( );
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SetModel( VIND_GRENADE_MODEL );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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m_flDamage = sk_plr_dmg_asw_r_g.GetFloat();
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m_DmgRadius = 220.0f;
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Ignite(3.0, false, 0, false);
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m_takedamage = DAMAGE_YES;
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SetSize( -Vector(4,4,4), Vector(4,4,4) );
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SetSolid( SOLID_BBOX );
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SetGravity( asw_vindicator_grenade_gravity.GetFloat() );
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SetFriction( asw_vindicator_grenade_friction.GetFloat() );
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SetElasticity( asw_vindicator_grenade_elasticity.GetFloat() );
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SetCollisionGroup( ASW_COLLISION_GROUP_GRENADES );
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//CreateVPhysics();
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SetTouch( &CASW_Grenade_Vindicator::VGrenadeTouch );
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CreateEffects();
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m_hFirer = NULL;
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//AddSolidFlags( FSOLID_NOT_STANDABLE );
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// Tumble in air
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QAngle vecAngVelocity( random->RandomFloat ( -100, -500 ), 0, 0 );
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SetLocalAngularVelocity( vecAngVelocity );
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EmitSound( "ASWGrenade.Alarm" ); // 3 second warning sound
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SetFuseLength(asw_vindicator_grenade_fuse.GetFloat());
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m_fEarliestTouchDetonationTime = GetEarliestTouchDetonationTime();
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m_iClusters = 0;
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m_bMaster = true;
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//AddSolidFlags(FSOLID_TRIGGER);
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//m_pLastHit = NULL;
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}
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void CASW_Grenade_Vindicator::SetFuseLength(float fSeconds)
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{
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SetThink( &CASW_Grenade_Vindicator::Detonate );
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SetNextThink( gpGlobals->curtime + fSeconds );
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}
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void CASW_Grenade_Vindicator::VGrenadeTouch( CBaseEntity *pOther )
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{
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if ( !pOther || pOther == GetOwnerEntity() )
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return;
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
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return;
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if ( m_bExplodeOnWorldContact )
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{
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Detonate();
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}
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// make sure we don't die on things we shouldn't
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if (!ASWGameRules() || !ASWGameRules()->ShouldCollide(GetCollisionGroup(), pOther->GetCollisionGroup()))
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return;
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if ( pOther->m_takedamage == DAMAGE_NO )
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{
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if (GetAbsVelocity().Length2D() > 60)
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EmitSound("Grenade.ImpactHard");
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}
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// can't detonate yet?
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if ( gpGlobals->curtime < m_fEarliestTouchDetonationTime )
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return;
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if ( pOther->m_takedamage != DAMAGE_NO )
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{
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if (pOther->IsNPC() && pOther->Classify() != CLASS_ASW_MARINE)
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Detonate();
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}
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}
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CASW_Grenade_Vindicator* CASW_Grenade_Vindicator::Vindicator_Grenade_Create( float flDamage, float fRadius, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon )
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{
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CASW_Grenade_Vindicator *pGrenade = (CASW_Grenade_Vindicator *)CreateEntityByName( "asw_grenade_vindicator" );
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pGrenade->SetAbsAngles( angles );
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pGrenade->Spawn();
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pGrenade->m_flDamage = flDamage;
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pGrenade->m_DmgRadius = fRadius;
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pGrenade->m_hFirer = pOwner;
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pGrenade->SetOwnerEntity( pOwner );
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UTIL_SetOrigin( pGrenade, position );
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pGrenade->SetAbsVelocity( velocity );
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pGrenade->CreateEffects();
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pGrenade->m_hCreatorWeapon = pCreatorWeapon;
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return pGrenade;
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}
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extern ConVar asw_medal_explosive_kills;
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void CASW_Grenade_Vindicator::Detonate()
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{
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m_takedamage = DAMAGE_NO;
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StopSound( "ASWGrenade.Alarm" );
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CPASFilter filter( GetAbsOrigin() );
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/*
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te->Explosion( filter, 0.0,
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&GetAbsOrigin(),
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g_sModelIndexFireball,
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2.0,
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15,
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TE_EXPLFLAG_NONE,
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m_DmgRadius,
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m_flDamage );
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*/
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EmitSound("ASWGrenade.Incendiary");
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// throw out some flames
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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DispatchEffect( "ASWFireBurst", data );
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Vector vecForward = GetAbsVelocity();
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VectorNormalize(vecForward);
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trace_t tr;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
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this, COLLISION_GROUP_NONE, &tr);
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if (m_bMaster)
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{
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if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
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{
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// non-world needs smaller decals
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if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
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{
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UTIL_DecalTrace( &tr, "SmallScorch" );
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}
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}
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else
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{
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UTIL_DecalTrace( &tr, "Scorch" );
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}
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UTIL_ASW_ScreenShake( GetAbsOrigin(), 10.0, 150.0, 1.0, 750, SHAKE_START );
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}
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int iPreExplosionKills = 0;
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CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(m_hFirer.Get());
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if (pMarine && pMarine->GetMarineResource())
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iPreExplosionKills = pMarine->GetMarineResource()->m_iAliensKilled;
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CTakeDamageInfo info( this, m_hFirer.Get(), 20, DMG_BURN );
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info.SetWeapon( m_hCreatorWeapon );
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RadiusDamage ( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
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//RadiusDamage ( CTakeDamageInfo( this, GetOwnerEntity(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
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if (pMarine && pMarine->GetMarineResource())
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{
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int iKilledByExplosion = pMarine->GetMarineResource()->m_iAliensKilled - iPreExplosionKills;
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if (iKilledByExplosion > pMarine->GetMarineResource()->m_iSingleGrenadeKills)
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{
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pMarine->GetMarineResource()->m_iSingleGrenadeKills = iKilledByExplosion;
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if ( iKilledByExplosion > asw_medal_explosive_kills.GetInt() && pMarine->GetCommander() && pMarine->IsInhabited() )
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{
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pMarine->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_GRENADE_MULTI_KILL );
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}
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}
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//if (m_bKicked)
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//pMarine->GetMarineResource()->m_iKickedGrenadeKills += iKilledByExplosion;
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// count as a shot fired
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pMarine->GetMarineResource()->UsedWeapon(NULL, 1);
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}
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while (m_iClusters > 0)
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{
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float fYaw = random->RandomFloat(0, 360);
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QAngle ang(0, fYaw, 0);
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Vector newVel;
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AngleVectors(ang, &newVel);
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newVel *= random->RandomFloat(150, 200);
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newVel.z = random->RandomFloat(200, 400);
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CASW_Grenade_Vindicator *pGrenade = CASW_Grenade_Vindicator::Vindicator_Grenade_Create(
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m_flDamage,
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m_DmgRadius,
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GetAbsOrigin(), ang, newVel, AngularImpulse(0,0,0), m_hFirer.Get(), m_hCreatorWeapon );
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if (pGrenade)
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{
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pGrenade->m_takedamage = DAMAGE_YES;
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//pGrenade->SetClusters(0);
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//pGrenade->SetFuseLength(random->RandomFloat(0.8f, 1.6f));
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//if (bMaster)
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//pGrenade->SetClusters(1, false);
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//else
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pGrenade->SetFuseLength(random->RandomFloat(0.8f, 1.6f));
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pGrenade->SetClusters(0, false);
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//float f = m_iClusters / 5.0f;
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}
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m_iClusters--;
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}
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UTIL_Remove( this );
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}
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void CASW_Grenade_Vindicator::Precache()
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{
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BaseClass::Precache( );
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PrecacheModel(VIND_GRENADE_MODEL);
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PrecacheModel("sprites/redglow1.vmt");
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PrecacheModel("sprites/blueglow1.vmt");
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PrecacheModel("sprites/bluelaser1.vmt");
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PrecacheScriptSound("ASWGrenade.Incendiary");
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PrecacheScriptSound("ASWGrenade.Alarm");
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PrecacheScriptSound("Grenade.ImpactHard");
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PrecacheParticleSystem( "VindGrenade" );
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PrecacheParticleSystem( "grenade_main_trail" );
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}
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void CASW_Grenade_Vindicator::KillEffects()
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{
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}
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void CASW_Grenade_Vindicator::CreateEffects()
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{
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// Start up the eye glow
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/*
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m_pMainGlow = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );
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int nAttachment = LookupAttachment( "fuse" );
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if ( m_pMainGlow != NULL )
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{
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m_pMainGlow->FollowEntity( this );
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m_pMainGlow->SetAttachment( this, nAttachment );
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m_pMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 200, kRenderFxNoDissipation );
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m_pMainGlow->SetScale( 0.2f );
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m_pMainGlow->SetGlowProxySize( 4.0f );
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}
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// Start up the eye trail
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m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );
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if ( m_pGlowTrail != NULL )
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{
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m_pGlowTrail->FollowEntity( this );
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m_pGlowTrail->SetAttachment( this, nAttachment );
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m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 255, kRenderFxNone );
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m_pGlowTrail->SetStartWidth( 8.0f );
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m_pGlowTrail->SetEndWidth( 1.0f );
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m_pGlowTrail->SetLifeTime( 0.5f );
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}
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*/
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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//data.m_vNormal = dir;
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//data.m_flScale = (float)amount;
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CPASFilter filter( data.m_vOrigin );
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filter.SetIgnorePredictionCull(true);
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DispatchParticleEffect( "rocket_trail_small", PATTACH_ABSORIGIN_FOLLOW, this, "fuse", false, -1, &filter );
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}
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int CASW_Grenade_Vindicator::OnTakeDamage_Dying( const CTakeDamageInfo &info )
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{
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// let NPCS kick us around
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if (info.GetAttacker() && info.GetAttacker()->IsNPC())
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{
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Vector vecForce = info.GetDamageForce() / asw_vindicator_grenade_mass.GetFloat();
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vecForce.z = random->RandomFloat(100, 150);
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ApplyAbsVelocityImpulse(vecForce);
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if (info.GetDamageType() & DMG_CLUB)
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{
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m_bKicked = true;
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}
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}
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// don't allow grenades to be damage by other grenade explosions
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if (info.GetDamageType() & DMG_BLAST)
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{
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return 0;
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}
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return BaseClass::OnTakeDamage_Dying(info);
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}
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int CASW_Grenade_Vindicator::OnTakeDamage( const CTakeDamageInfo &info )
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{
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// don't allow grenades to be damage by other grenade explosions
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if (info.GetDamageType() & DMG_BLAST)
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{
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return 0;
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}
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return BaseClass::OnTakeDamage(info);
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}
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float CASW_Grenade_Vindicator::GetEarliestTouchDetonationTime()
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{
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return gpGlobals->curtime + asw_vindicator_grenade_min_detonation_time.GetFloat();
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}
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void CASW_Grenade_Vindicator::BurntAlien(CBaseEntity *pAlien)
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{
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//Msg("grenade is burning %s %d\n", pAlien->GetClassname(), pAlien->entindex());
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if (m_bKicked && pAlien && pAlien->IsNPC())
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{
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// check the alien is actually an alien
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if (pAlien->Classify() == CLASS_ASW_MARINE)
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return;
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CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(m_hFirer.Get());
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if (pMarine && pMarine->GetMarineResource())
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{
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//Msg("kicked grenade is burning %s %d\n", pAlien->GetClassname(), pAlien->entindex());
|
||
|
pMarine->GetMarineResource()->m_iKickedGrenadeKills++;
|
||
|
}
|
||
|
}
|
||
|
}
|