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344 lines
10 KiB
344 lines
10 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "basegrenade_shared.h"
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#include "engine/IEngineSound.h"
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#include "tf_shareddefs.h"
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#include "Sprite.h"
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#include "grenade_emp.h"
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#include "tf_gamerules.h"
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#if defined( CLIENT_DLL )
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#include "particles_simple.h"
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#else
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#endif
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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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int g_iEMPPulseEffectIndex = 0;
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// Damage CVars
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ConVar weapon_emp_grenade_duration( "weapon_emp_grenade_duration","5", FCVAR_REPLICATED, "Duration of the EMP grenade's effect." );
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ConVar weapon_emp_grenade_object_duration( "weapon_emp_grenade_object_duration","5", FCVAR_REPLICATED, "Duration of the EMP grenade's effect on objects." );
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ConVar weapon_emp_grenade_radius( "weapon_emp_grenade_radius","256", FCVAR_REPLICATED, "EMP grenade splash radius" );
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IMPLEMENT_NETWORKCLASS_ALIASED( GrenadeEMP, DT_GrenadeEMP );
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BEGIN_NETWORK_TABLE( CGrenadeEMP, DT_GrenadeEMP )
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#if !defined( CLIENT_DLL )
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SendPropEHandle( SENDINFO( m_hLiveSprite ) ),
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#else
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RecvPropEHandle( RECVINFO( m_hLiveSprite ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CGrenadeEMP )
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DEFINE_PRED_FIELD( m_hLiveSprite, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( grenade_emp, CGrenadeEMP );
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PRECACHE_REGISTER(grenade_emp);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CGrenadeEMP::CGrenadeEMP()
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{
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SetPredictionEligible( true );
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#if defined( CLIENT_DLL )
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m_ParticleEvent.Init( 100 );
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#else
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UseClientSideAnimation();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::Precache( void )
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{
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BaseClass::Precache( );
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PrecacheModel( "models/weapons/w_grenade.mdl" );
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PrecacheModel( "sprites/redglow1.vmt" );
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g_iEMPPulseEffectIndex = PrecacheModel( "sprites/lgtning.spr" );
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PrecacheScriptSound( "GrenadeEMP.Bounce" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::Spawn( void )
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{
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Precache();
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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//m_flGravity = 1.0;
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SetFriction( 0.75 );
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SetModel( "models/weapons/w_grenade.mdl" );
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SetSize( Vector( -4, -4, -4), Vector(4, 4, 4) );
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SetTouch( BounceTouch );
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SetCollisionGroup( TFCOLLISION_GROUP_GRENADE );
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m_flDetonateTime = gpGlobals->curtime + 4.0;
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SetThink( TumbleThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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// Set my damages to the cvar values
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SetDamage( weapon_emp_grenade_duration.GetFloat() );
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SetDamageRadius( weapon_emp_grenade_radius.GetFloat() );
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// Create a white light
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CBasePlayer *player = ToBasePlayer( GetOwnerEntity() );
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if ( player )
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{
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m_hLiveSprite = SPRITE_CREATE_PREDICTABLE( "sprites/chargeball2.vmt", GetLocalOrigin() + Vector(0,0,1), false );
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if ( m_hLiveSprite )
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{
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m_hLiveSprite->SetOwnerEntity( player );
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m_hLiveSprite->SetPlayerSimulated( player );
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m_hLiveSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation );
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m_hLiveSprite->SetBrightness( 255 );
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m_hLiveSprite->SetScale( 0.15, 5.0f );
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m_hLiveSprite->SetAttachment( this, 0 );
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}
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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 CGrenadeEMP::UpdateOnRemove( void )
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{
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// Remove our live sprite
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if ( m_hLiveSprite )
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{
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m_hLiveSprite->Remove( );
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m_hLiveSprite = NULL;
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}
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// Chain at end to mimic destructor unwind order
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::Explode( trace_t *pTrace, int bitsDamageType )
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{
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#if !defined( CLIENT_DLL )
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// While in scope, this will allow messages to pass through without being filtered.
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CDisablePredictionFiltering dpf;
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// Create EMP pulse effect
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int iEmpRings = 4;
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float fEmpDelay = 0.05f;
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float delay = 0.0f;
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float frac;
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for ( int r = 0 ; r < iEmpRings; r++, delay += fEmpDelay )
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{
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frac = (float)( r )/(float)(iEmpRings - 1);
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CBroadcastRecipientFilter filter;
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// Since this doesn't fire on the client right now, ignore the culling of the local player
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filter.SetIgnorePredictionCull( true );
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te->BeamRingPoint( filter, delay,
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GetAbsOrigin() + Vector(0,0,32) , // origin
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64.0f, // start radius
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weapon_emp_grenade_radius.GetFloat() * 2, // end radius
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g_iEMPPulseEffectIndex,
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0, // halo index
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0, // start frame
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2, // framerate
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0.3f, // life
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25.0, // width
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50, // spread
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2, // amplitude
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50 + ( 1-frac ) * 200,
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63,
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63 + 127 * frac,
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255 - frac * 127,
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20 );
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}
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ApplyRadiusEMPEffect( GetThrower(), GetAbsOrigin() + Vector(0,0,16) );
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Remove( );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: EMP enemies around the grenade
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::ApplyRadiusEMPEffect( CBaseEntity *pOwner, const Vector& vecCenter )
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{
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// Oh oh, owner is gone...
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if ( !pOwner )
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return;
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#if !defined( CLIENT_DLL )
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CBaseEntity *pEntity = NULL;
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for ( CEntitySphereQuery sphere( vecCenter, weapon_emp_grenade_radius.GetFloat() ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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// Ignore team members, and unaligned targets
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if ( pOwner->InSameTeam( pEntity ) || pEntity->GetTeamNumber() == 0 )
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continue;
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if ( pEntity->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
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continue;
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// Make sure it's not blocked by a shield or wall
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trace_t tr;
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if ( TFGameRules()->IsTraceBlockedByWorldOrShield( vecCenter, pEntity->WorldSpaceCenter(), this, DMG_PROBE, &tr ) )
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continue;
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if ( pEntity->CanBePoweredUp() )
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{
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// Is it an object?
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if ( pEntity->Classify() == CLASS_MILITARY )
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{
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pEntity->AttemptToPowerup( POWERUP_EMP, weapon_emp_grenade_object_duration.GetFloat() );
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}
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else
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{
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pEntity->AttemptToPowerup( POWERUP_EMP, weapon_emp_grenade_duration.GetFloat() );
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}
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow shield parry's
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::BounceTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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BaseClass::BounceTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a distinctive grenade bounce sound to warn nearby players
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::BounceSound( void )
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{
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CPASAttenuationFilter filter( this, "GrenadeEMP.Bounce" );
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filter.UsePredictionRules();
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EmitSound( filter, entindex(), "GrenadeEMP.Bounce" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the amplitude for the screenshake
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//-----------------------------------------------------------------------------
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float CGrenadeEMP::GetShakeAmplitude( void )
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{
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a missile
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//-----------------------------------------------------------------------------
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CGrenadeEMP *CGrenadeEMP::Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner )
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{
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CGrenadeEMP *pGrenade = (CGrenadeEMP*)CREATE_PREDICTED_ENTITY( "grenade_emp" );
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if ( pGrenade )
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{
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UTIL_SetOrigin( pGrenade, vecOrigin );
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pGrenade->SetOwnerEntity( pOwner );
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pGrenade->Spawn();
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pGrenade->SetPlayerSimulated( pOwner );
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pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
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pGrenade->SetThrower( pOwner );
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pGrenade->SetAbsVelocity( vecForward );
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QAngle angles;
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VectorAngles( vecForward, angles );
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pGrenade->SetLocalAngles( angles );
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pGrenade->SetLocalAngularVelocity( SHARED_RANDOMANGLE( -500, 500 ) );
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}
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return pGrenade;
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}
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#if defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// Only think when sapping
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Trail smoke
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//-----------------------------------------------------------------------------
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void CGrenadeEMP::ClientThink( void )
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{
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return;
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CSmartPtr<CSimpleEmitter> pEmitter = CSimpleEmitter::Create( "EMPGrenade::Effect" );
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PMaterialHandle hSphereMaterial = pEmitter->GetPMaterial( "sprites/chargeball" );
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// Add particles at the target.
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float flCur = gpGlobals->frametime;
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while ( m_ParticleEvent.NextEvent( flCur ) )
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{
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Vector vecOrigin = GetAbsOrigin() + RandomVector( -2,2 );
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pEmitter->SetSortOrigin( vecOrigin );
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SimpleParticle *pParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), hSphereMaterial, vecOrigin );
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if ( pParticle == NULL )
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return;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.3f );
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pParticle->m_uchStartSize = random->RandomFloat(2,4);
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pParticle->m_uchEndSize = pParticle->m_uchStartSize + 2;
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pParticle->m_vecVelocity = vec3_origin;
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pParticle->m_uchStartAlpha = 128;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomFloat( 180, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
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pParticle->m_uchColor[0] = 128;
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pParticle->m_uchColor[1] = 128;
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pParticle->m_uchColor[2] = 128;
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}
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}
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int CGrenadeEMP::DrawModel( int flags )
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{
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bool bret = BaseClass::DrawModel( flags );
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return bret;
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}
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#endif
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