Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_grenade_prifle.h"
#include "asw_gamerules.h"
#include "asw_marine.h"
#include "asw_marine_resource.h"
#include "world.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "asw_util_shared.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
#include "particle_parse.h"
#include "asw_player.h"
#include "asw_achievements.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define STUN_GRENADE_MODEL "models/swarm/grenades/StunGrenadeProjectile.mdl"
ConVar asw_stun_grenade_time("asw_stun_grenade_time", "6.0", FCVAR_CHEAT, "How long stun grenades stun aliens for");
LINK_ENTITY_TO_CLASS( asw_grenade_prifle, CASW_Grenade_PRifle );
PRECACHE_REGISTER(asw_grenade_prifle);
CASW_Grenade_PRifle* CASW_Grenade_PRifle::PRifle_Grenade_Create( float flDamage, float fRadius, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon )
{
CASW_Grenade_PRifle *pGrenade = (CASW_Grenade_PRifle *)CreateEntityByName( "asw_grenade_prifle" );
pGrenade->SetAbsAngles( angles );
pGrenade->Spawn();
pGrenade->m_flDamage = flDamage;
pGrenade->m_DmgRadius = fRadius;
pGrenade->SetOwnerEntity( pOwner );
UTIL_SetOrigin( pGrenade, position );
pGrenade->SetAbsVelocity( velocity );
pGrenade->m_hCreatorWeapon.Set( pCreatorWeapon );
return pGrenade;
}
void CASW_Grenade_PRifle::Spawn()
{
BaseClass::Spawn();
SetModel( STUN_GRENADE_MODEL );
}
void CASW_Grenade_PRifle::Detonate()
{
if ( !ASWGameResource() )
return;
m_takedamage = DAMAGE_NO;
CPASFilter filter( GetAbsOrigin() );
Vector vecForward = GetAbsVelocity();
VectorNormalize(vecForward);
trace_t tr;
Vector vecDir = -vecForward;
//te->GaussExplosion( filter, 0.0,
//GetAbsOrigin(), vecDir, 0 );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
DispatchEffect( "aswstunexplo", data );
EmitSound("ASW_Weapon_PRifle.StunGrenadeExplosion");
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
this, COLLISION_GROUP_NONE, &tr);
if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
{
// non-world needs smaller decals
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
{
UTIL_DecalTrace( &tr, "SmallScorch" );
}
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
UTIL_ASW_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
int nPreviousStunnedAliens = ASWGameResource()->m_iElectroStunnedAliens;
// do just 1 damage...
CTakeDamageInfo info( this, GetOwnerEntity(), 1, DMG_SHOCK );
info.SetWeapon( m_hCreatorWeapon );
RadiusDamage ( info , GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
// count as a shot fired
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(GetOwnerEntity());
if ( pMarine && pMarine->GetMarineResource() )
{
CASW_Marine_Resource *pMR = pMarine->GetMarineResource();
pMR->UsedWeapon(NULL, 1);
int nAliensStunned = ASWGameResource()->m_iElectroStunnedAliens - nPreviousStunnedAliens;
if ( nAliensStunned >= 6 && pMR->IsInhabited() && pMR->GetCommander() )
{
pMR->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_STUN_GRENADE );
pMR->m_bStunGrenadeMedal = true;
}
}
UTIL_Remove( this );
}
void CASW_Grenade_PRifle::Precache( void )
{
PrecacheModel( STUN_GRENADE_MODEL );
BaseClass::Precache();
}
extern ConVar asw_grentrail_brightness;
extern ConVar asw_grentrail_width;
extern ConVar asw_grentrail_widthend;
extern ConVar asw_grentrail_lifetime;
extern ConVar asw_grentrail_fade;
void CASW_Grenade_PRifle::CreateEffects( void )
{
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull(true);
DispatchParticleEffect( "prifle_grenade_fx", PATTACH_ABSORIGIN_FOLLOW, this, "fuse", false, -1, &filter );
/*
int nAttachment = LookupAttachment( "fuse" );
m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );
if ( m_pGlowTrail != NULL )
{
m_pGlowTrail->FollowEntity( this );
m_pGlowTrail->SetAttachment( this, nAttachment );
m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 255, 255, asw_grentrail_brightness.GetInt(), kRenderFxNone );
m_pGlowTrail->SetStartWidth( asw_grentrail_width.GetFloat() );
m_pGlowTrail->SetEndWidth( asw_grentrail_widthend.GetFloat() );
m_pGlowTrail->SetLifeTime( asw_grentrail_lifetime.GetFloat() );
m_pGlowTrail->SetMinFadeLength(asw_grentrail_fade.GetFloat());
}
*/
}