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217 lines
6.4 KiB
217 lines
6.4 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Heal 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_heal.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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#endif
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#define GRENADE_HEAL_TIMER 3.0f //Seconds
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#define GRENADE_HEAL_LEADIN 2.0f
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//=============================================================================
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//
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// TF Heal Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeHeal, DT_TFGrenadeHeal )
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BEGIN_NETWORK_TABLE( CTFGrenadeHeal, DT_TFGrenadeHeal )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeHeal )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal, CTFGrenadeHeal );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal );
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//=============================================================================
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//
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// TF Heal 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( CTFGrenadeHeal )
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END_DATADESC()
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ConVar tf_grenade_heal_amount( "tf_grenade_heal_amount", "100", FCVAR_CHEAT, "Amount healed by the medic heal grenade.\n" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeHeal::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 CTFGrenadeHealProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
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pPlayer, GetTFWpnData(), flTime );
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}
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//=============================================================================
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//
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// TF Heal Grenade Projectile functions (Server specific).
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//
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_heal.mdl"
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal_projectile, CTFGrenadeHealProjectile );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal_projectile );
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BEGIN_DATADESC( CTFGrenadeHealProjectile )
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DEFINE_THINKFUNC( DetonateThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeHealProjectile* CTFGrenadeHealProjectile::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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CTFGrenadeHealProjectile *pGrenade = static_cast<CTFGrenadeHealProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_heal_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 CTFGrenadeHealProjectile::Spawn()
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{
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SetModel( GRENADE_MODEL );
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BaseClass::Spawn();
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m_bPlayedLeadIn = false;
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SetThink( &CTFGrenadeHealProjectile::DetonateThink );
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// Since this code only runs on the server, make sure it shows the tempents it creates.
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CDisablePredictionFiltering disabler;
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if ( GetTeamNumber() == TF_TEAM_BLUE )
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{
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DispatchParticleEffect( "heal_ticker_blue", PATTACH_ABSORIGIN_FOLLOW, this );
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}
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else
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{
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DispatchParticleEffect( "heal_ticker_red", PATTACH_ABSORIGIN_FOLLOW, this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeHealProjectile::Precache()
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheScriptSound( "Weapon_Grenade_Heal.LeadIn" );
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PrecacheScriptSound( "Weapon_Grenade_Heal.Bounce" );
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PrecacheScriptSound( "Weapon_Grenade_Heal.Explode" );
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PrecacheParticleSystem( "heal_ticker_blue" );
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PrecacheParticleSystem( "heal_ticker_red" );
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PrecacheParticleSystem( "heal_grenade_blue" );
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PrecacheParticleSystem( "heal_grenade_red" );
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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 CTFGrenadeHealProjectile::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_Heal.Bounce" );
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}
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extern ConVar tf_grenade_show_radius;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeHealProjectile::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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float flRadius = 180;
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float flHealAmount = tf_grenade_heal_amount.GetFloat();
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if ( tf_grenade_show_radius.GetBool() )
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{
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DrawRadius( flRadius );
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}
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// Heal every friendly player in the radius for 100 health
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CBaseEntity *pEntityList[100];
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int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, FL_CLIENT );
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int iEntity;
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for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
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{
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CTFPlayer *pPlayer = ToTFPlayer( pEntityList[iEntity] );
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if ( pPlayer )
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{
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pPlayer->TakeHealth( flHealAmount, DMG_GENERIC );
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}
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}
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EmitSound( "Weapon_Grenade_Heal.Explode" );
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// Since this code only runs on the server, make sure it shows the tempents it creates.
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CDisablePredictionFiltering disabler;
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if ( GetTeamNumber() == TF_TEAM_BLUE )
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{
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DispatchParticleEffect( "heal_grenade_blue", GetAbsOrigin(), vec3_angle );
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}
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else
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{
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DispatchParticleEffect( "heal_grenade_red", GetAbsOrigin(), vec3_angle );
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}
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UTIL_Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeHealProjectile::DetonateThink( void )
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{
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if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_HEAL_LEADIN )
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{
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Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
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CPASAttenuationFilter filter( soundPosition );
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EmitSound( filter, entindex(), "Weapon_Grenade_Heal.LeadIn" );
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m_bPlayedLeadIn = true;
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}
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BaseClass::DetonateThink();
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}
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#endif
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