//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "basegrenade_shared.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class CBaseGrenadeTimed : public CBaseGrenade { public: DECLARE_CLASS( CBaseGrenadeTimed, CBaseGrenade ); void Spawn( void ); void Precache( void ); }; LINK_ENTITY_TO_CLASS( npc_handgrenade, CBaseGrenadeTimed ); void CBaseGrenadeTimed::Spawn( void ) { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetSolid( SOLID_BBOX ); SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); SetModel( "models/Weapons/w_grenade.mdl" ); UTIL_SetSize(this, Vector( -4, -4, -4), Vector(4, 4, 4)); QAngle angles; Vector vel = GetAbsVelocity(); VectorAngles( vel, angles ); SetLocalAngles( angles ); SetTouch( &CBaseGrenadeTimed::BounceTouch ); // Bounce if touched // Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate // will insert a DANGER sound into the world sound list and delay detonation for one second so that // the grenade explodes after the exact amount of time specified in the call to ShootTimed(). SetThink( &CBaseGrenadeTimed::TumbleThink ); SetNextThink( gpGlobals->curtime + 0.1f ); // if the delay is < 0.1 seconds, don't fly anywhere if ((m_flDetonateTime - gpGlobals->curtime) < 0.1) { SetNextThink( gpGlobals->curtime ); SetAbsVelocity( vec3_origin ); } // Tumble through the air // pGrenade->m_vecAngVelocity.x = -400; SetGravity(1.0); // Don't change or throw calculations will be off! SetFriction(0.8); m_flDamage = 100; // ???? m_takedamage = DAMAGE_NO; } void CBaseGrenadeTimed::Precache( void ) { BaseClass::Precache( ); PrecacheModel("models/weapons/w_grenade.mdl"); }