Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Heal Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_heal.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "particle_parse.h"
#endif
#define GRENADE_HEAL_TIMER 3.0f //Seconds
#define GRENADE_HEAL_LEADIN 2.0f
//=============================================================================
//
// TF Heal Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeHeal, DT_TFGrenadeHeal )
BEGIN_NETWORK_TABLE( CTFGrenadeHeal, DT_TFGrenadeHeal )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeHeal )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal, CTFGrenadeHeal );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal );
//=============================================================================
//
// TF Heal Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeHeal )
END_DATADESC()
ConVar tf_grenade_heal_amount( "tf_grenade_heal_amount", "100", FCVAR_CHEAT, "Amount healed by the medic heal grenade.\n" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeHeal::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeHealProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
//=============================================================================
//
// TF Heal Grenade Projectile functions (Server specific).
//
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_heal.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal_projectile, CTFGrenadeHealProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal_projectile );
BEGIN_DATADESC( CTFGrenadeHealProjectile )
DEFINE_THINKFUNC( DetonateThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeHealProjectile* CTFGrenadeHealProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeHealProjectile *pGrenade = static_cast<CTFGrenadeHealProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_heal_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
if ( pGrenade )
{
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
}
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
m_bPlayedLeadIn = false;
SetThink( &CTFGrenadeHealProjectile::DetonateThink );
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
if ( GetTeamNumber() == TF_TEAM_BLUE )
{
DispatchParticleEffect( "heal_ticker_blue", PATTACH_ABSORIGIN_FOLLOW, this );
}
else
{
DispatchParticleEffect( "heal_ticker_red", PATTACH_ABSORIGIN_FOLLOW, this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "Weapon_Grenade_Heal.LeadIn" );
PrecacheScriptSound( "Weapon_Grenade_Heal.Bounce" );
PrecacheScriptSound( "Weapon_Grenade_Heal.Explode" );
PrecacheParticleSystem( "heal_ticker_blue" );
PrecacheParticleSystem( "heal_ticker_red" );
PrecacheParticleSystem( "heal_grenade_blue" );
PrecacheParticleSystem( "heal_grenade_red" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Heal.Bounce" );
}
extern ConVar tf_grenade_show_radius;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
float flRadius = 180;
float flHealAmount = tf_grenade_heal_amount.GetFloat();
if ( tf_grenade_show_radius.GetBool() )
{
DrawRadius( flRadius );
}
// Heal every friendly player in the radius for 100 health
CBaseEntity *pEntityList[100];
int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, FL_CLIENT );
int iEntity;
for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
{
CTFPlayer *pPlayer = ToTFPlayer( pEntityList[iEntity] );
if ( pPlayer )
{
pPlayer->TakeHealth( flHealAmount, DMG_GENERIC );
}
}
EmitSound( "Weapon_Grenade_Heal.Explode" );
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
if ( GetTeamNumber() == TF_TEAM_BLUE )
{
DispatchParticleEffect( "heal_grenade_blue", GetAbsOrigin(), vec3_angle );
}
else
{
DispatchParticleEffect( "heal_grenade_red", GetAbsOrigin(), vec3_angle );
}
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::DetonateThink( void )
{
if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_HEAL_LEADIN )
{
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
CPASAttenuationFilter filter( soundPosition );
EmitSound( filter, entindex(), "Weapon_Grenade_Heal.LeadIn" );
m_bPlayedLeadIn = true;
}
BaseClass::DetonateThink();
}
#endif