//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: TF Napalm Grenade. // //=============================================================================// #include "cbase.h" #include "tf_weaponbase.h" #include "tf_gamerules.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "tf_weapon_grenade_napalm.h" // Server specific. #ifdef GAME_DLL #include "tf_player.h" #include "items.h" #include "tf_weaponbase_grenadeproj.h" #include "soundent.h" #include "KeyValues.h" #endif //============================================================================= // // TF Napalm Grenade tables. // IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNapalm, DT_TFGrenadeNapalm ) BEGIN_NETWORK_TABLE( CTFGrenadeNapalm, DT_TFGrenadeNapalm ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CTFGrenadeNapalm ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm, CTFGrenadeNapalm ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm ); //============================================================================= // // TF Napalm Grenade functions. // // Server specific. #ifdef GAME_DLL BEGIN_DATADESC( CTFGrenadeNapalm ) END_DATADESC() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFWeaponBaseGrenadeProj *CTFGrenadeNapalm::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { return CTFGrenadeNapalmProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GetTFWpnData(), flTime ); } #endif //============================================================================= // // TF Napalm Grenade Projectile functions (Server specific). // #ifdef GAME_DLL #define GRENADE_MODEL "models/weapons/w_models/w_grenade_napalm.mdl" LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm_projectile, CTFGrenadeNapalmProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm_projectile ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFGrenadeNapalmProjectile* CTFGrenadeNapalmProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeNapalmProjectile *pGrenade = static_cast( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_napalm_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); } return pGrenade; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeNapalmProjectile::Spawn() { SetModel( GRENADE_MODEL ); BaseClass::Spawn(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeNapalmProjectile::Precache() { PrecacheModel( GRENADE_MODEL ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeNapalmProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Nail.Bounce" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeNapalmProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; } BaseClass::Detonate(); #if 0 // Tell the bots an HE grenade has exploded CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); if ( pPlayer ) { KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" ); pEvent->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEventServerOnly( pEvent ); } #endif } #endif