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213 lines
6.5 KiB
213 lines
6.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: TF Concussion Grenade. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "tf_weaponbase.h" |
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#include "tf_gamerules.h" |
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#include "npcevent.h" |
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#include "engine/IEngineSound.h" |
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#include "tf_weapon_grenade_concussion.h" |
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// Server specific. |
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#ifdef GAME_DLL |
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#include "tf_player.h" |
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#include "items.h" |
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#include "tf_weaponbase_grenadeproj.h" |
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#include "soundent.h" |
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#include "KeyValues.h" |
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#endif |
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#define GRENADE_CONCUSSION_TIMER 3.0f // seconds |
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//============================================================================= |
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// |
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// TF Concussion Grenade tables. |
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// |
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeConcussion, DT_TFGrenadeConcussion ) |
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BEGIN_NETWORK_TABLE( CTFGrenadeConcussion, DT_TFGrenadeConcussion ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CTFGrenadeConcussion ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion, CTFGrenadeConcussion ); |
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion ); |
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//============================================================================= |
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// |
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// TF Concussion Grenade functions. |
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// |
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// Server specific. |
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#ifdef GAME_DLL |
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BEGIN_DATADESC( CTFGrenadeConcussion ) |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFWeaponBaseGrenadeProj *CTFGrenadeConcussion::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, |
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AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) |
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{ |
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return CTFGrenadeConcussionProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, |
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pPlayer, GetTFWpnData(), flTime ); |
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} |
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#endif |
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//============================================================================= |
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// |
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// TF Concussion Grenade Projectile functions (Server specific). |
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// |
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#ifdef GAME_DLL |
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_conc.mdl" |
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion_projectile, CTFGrenadeConcussionProjectile ); |
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion_projectile ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFGrenadeConcussionProjectile* CTFGrenadeConcussionProjectile::Create( const Vector &position, const QAngle &angles, |
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const Vector &velocity, const AngularImpulse &angVelocity, |
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CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) |
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{ |
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CTFGrenadeConcussionProjectile *pGrenade = static_cast<CTFGrenadeConcussionProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_concussion_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); |
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if ( pGrenade ) |
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{ |
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pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); |
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} |
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return pGrenade; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeConcussionProjectile::Spawn() |
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{ |
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SetModel( GRENADE_MODEL ); |
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BaseClass::Spawn(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeConcussionProjectile::Precache() |
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{ |
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PrecacheModel( GRENADE_MODEL ); |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeConcussionProjectile::BounceSound( void ) |
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{ |
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EmitSound( "Weapon_Grenade_Concussion.Bounce" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeConcussionProjectile::Detonate() |
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{ |
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if ( ShouldNotDetonate() ) |
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{ |
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RemoveGrenade(); |
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return; |
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} |
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// The trace start/end. |
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Vector vecStart = GetAbsOrigin() + Vector( 0.0f, 0.0f, 8.0f ); |
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Vector vecEnd = vecStart + Vector( 0.0f, 0.0f, -32.0f ); |
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trace_t trace; |
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UTIL_TraceLine ( vecStart, vecEnd, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &trace ); |
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// Explode (concuss). |
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Explode( &trace, DMG_BLAST ); |
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// Screen shake. |
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if ( GetShakeAmplitude() ) |
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{ |
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UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START ); |
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} |
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} |
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extern ConVar tf_grenade_show_radius; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeConcussionProjectile::Explode( trace_t *pTrace, int bitsDamageType ) |
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{ |
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// Server specific. |
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#ifdef GAME_DLL |
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// Invisible. |
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SetModelName( NULL_STRING ); |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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m_takedamage = DAMAGE_NO; |
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// Move the impact point away from the surface a little bit. |
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if ( pTrace->fraction != 1.0 ) |
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{ |
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SetLocalOrigin( pTrace->endpos + ( pTrace->plane.normal * 0.6 ) ); |
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} |
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// Explosion effect on client |
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SendDispatchEffect(); |
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// Explosion sound. |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 ); |
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// Explosion damage, using the thrower's position as the report position. |
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CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); |
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Vector vecReported = pPlayer ? pPlayer->GetAbsOrigin() : vec3_origin; |
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CTakeDamageInfo info( this, pPlayer, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported ); |
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RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); |
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// Concussion. |
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CBaseEntity *pEntityList[64]; |
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int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 64, GetAbsOrigin(), m_DmgRadius, FL_CLIENT ); |
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for ( int iEntity = 0; iEntity < nEntityCount; ++iEntity ) |
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{ |
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CBaseEntity *pEntity = pEntityList[iEntity]; |
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CTFPlayer *pTestPlayer = ToTFPlayer( pEntity ); |
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// You can concuss yourself. |
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bool bIsThrower = ( pPlayer == pTestPlayer ); |
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if ( bIsThrower || ( pTestPlayer && !InSameTeam( pTestPlayer) ) ) |
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{ |
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pTestPlayer->m_Shared.Concussion( this, m_DmgRadius ); |
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} |
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} |
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if ( tf_grenade_show_radius.GetBool() ) |
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{ |
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DrawRadius( m_DmgRadius ); |
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} |
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// Explosion decal. |
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UTIL_DecalTrace( pTrace, "Scorch" ); |
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// Reset. |
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SetThink( &CBaseGrenade::SUB_Remove ); |
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SetTouch( NULL ); |
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AddEffects( EF_NODRAW ); |
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SetAbsVelocity( vec3_origin ); |
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SetNextThink( gpGlobals->curtime ); |
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#endif |
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} |
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#endif
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