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 "tf_player.h"
#include "tf_team.h"
#include "tf_gamerules.h"
#include "tf_obj.h"
#include "tf_obj_empgenerator.h"
#include "ndebugoverlay.h"
BEGIN_DATADESC( CObjectEMPGenerator )
DEFINE_THINKFUNC( EMPThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CObjectEMPGenerator, DT_ObjectEMPGenerator)
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(obj_empgenerator, CObjectEMPGenerator);
PRECACHE_REGISTER(obj_empgenerator);
ConVar obj_empgenerator_health( "obj_empgenerator_health","100", FCVAR_NONE, "EMP Generator health" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectEMPGenerator::CObjectEMPGenerator()
{
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectEMPGenerator::Spawn()
{
BaseClass::Spawn();
Precache();
SetModel( EMPGENERATOR_MODEL );
SetSolid( SOLID_BBOX );
SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
UTIL_SetSize(this, EMPGENERATOR_MINS, EMPGENERATOR_MAXS);
m_takedamage = DAMAGE_YES;
m_iHealth = obj_empgenerator_health.GetInt();
SetThink( EMPThink );
SetNextThink( gpGlobals->curtime + EMPGENERATOR_RATE );
m_flExpiresAt = gpGlobals->curtime + EMPGENERATOR_LIFETIME;
SetType( OBJ_EMPGENERATOR );
m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER |
OF_DONT_AUTO_REPAIR | OF_DONT_PREVENT_BUILD_NEAR_OBJ | OF_DOESNT_NEED_POWER;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectEMPGenerator::Precache()
{
PrecacheModel( EMPGENERATOR_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose: Look for enemies to EMP
//-----------------------------------------------------------------------------
void CObjectEMPGenerator::EMPThink( void )
{
if ( !GetTeam() )
return;
// Time to die?
if ( gpGlobals->curtime > m_flExpiresAt )
{
UTIL_Remove( this );
return;
}
// Look for nearby enemies to EMP
CBaseEntity *pEntity = NULL;
for ( CEntitySphereQuery sphere( GetAbsOrigin(), EMPGENERATOR_RADIUS ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( InSameTeam( pEntity ) )
continue;
if ( !pEntity->CanBePoweredUp() )
continue;
pEntity->AttemptToPowerup( POWERUP_EMP, EMPGENERATOR_EMP_TIME );
}
}