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