Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Normal Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_normal.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
#define GRENADE_TIMER 3.0f //Seconds
//=============================================================================
//
// TF Normal Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNormal, DT_TFGrenadeNormal )
BEGIN_NETWORK_TABLE( CTFGrenadeNormal, DT_TFGrenadeNormal )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeNormal )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_normal, CTFGrenadeNormal );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_normal );
//IMPLEMENT_ACTTABLE( CTFGrenadeNormal );
//=============================================================================
//
// TF Normal Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNormal )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeNormal::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
if ( pTFPlayer )
{
pTFPlayer->RemoveDisguise();
}
return CTFGrenadeNormalProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Normal Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/Weapons/w_models/w_grenade_frag.mdl"
//#define GRENADE_MODEL "models/weapons/w_grenade_normal.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_normal_projectile, CTFGrenadeNormalProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_normal_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeNormalProjectile* CTFGrenadeNormalProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeNormalProjectile *pGrenade = static_cast<CTFGrenadeNormalProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_normal_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNormalProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNormalProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNormalProjectile::BounceSound( void )
{
EmitSound( "BaseGrenade.BounceSound" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNormalProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
BaseClass::Detonate();
}
#endif