//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== grenade_base.cpp ======================================================== Base Handling for all the player's grenades */ #include "cbase.h" #include "grenadethrown.h" #include "ammodef.h" #include "vstdlib/random.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Precaches a grenade and ensures clients know of it's "ammo" void UTIL_PrecacheOtherGrenade( const char *szClassname ) { CBaseEntity *pEntity = CreateEntityByName( szClassname ); if ( !pEntity ) { Msg( "NULL Ent in UTIL_PrecacheOtherGrenade\n" ); return; } CThrownGrenade *pGrenade = dynamic_cast( pEntity ); if (pGrenade) { pGrenade->Precache( ); } UTIL_Remove( pEntity ); } //----------------------------------------------------------------------------- // Purpose: Setup basic values for Thrown grens //----------------------------------------------------------------------------- void CThrownGrenade::Spawn( void ) { // point sized, solid, bouncing SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetSolid( SOLID_BBOX ); UTIL_SetSize(this, vec3_origin, vec3_origin); // Movement SetGravity( UTIL_ScaleForGravity( 648 ) ); SetFriction(0.6); QAngle angles; VectorAngles( GetAbsVelocity(), angles ); SetLocalAngles( angles ); QAngle vecAngVel( random->RandomFloat ( -100, -500 ), 0, 0 ); SetLocalAngularVelocity( vecAngVel ); SetTouch( &CThrownGrenade::BounceTouch ); } //----------------------------------------------------------------------------- // Purpose: Throw the grenade. // Input : vecOrigin - Starting position // vecVelocity - Starting velocity // flExplodeTime - Time at which to detonate //----------------------------------------------------------------------------- void CThrownGrenade::Thrown( Vector vecOrigin, Vector vecVelocity, float flExplodeTime ) { // Throw SetLocalOrigin( vecOrigin ); SetAbsVelocity( vecVelocity ); // Explode in 3 seconds SetThink( &CThrownGrenade::Detonate ); SetNextThink( gpGlobals->curtime + flExplodeTime ); }