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: Projectile shot by mortar synth.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_energy.h"
#include "soundent.h"
#include "player.h"
#include "hl2_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ENERGY_GRENADE_LIFETIME 1
ConVar sk_dmg_energy_grenade ( "sk_dmg_energy_grenade","0");
ConVar sk_energy_grenade_radius ( "sk_energy_grenade_radius","0");
BEGIN_DATADESC( CGrenadeEnergy )
DEFINE_FIELD( m_flMaxFrame, FIELD_INTEGER ),
DEFINE_FIELD( m_nEnergySprite, FIELD_INTEGER ),
DEFINE_FIELD( m_flLaunchTime, FIELD_TIME ),
// Function pointers
DEFINE_FUNCTION( Animate ),
DEFINE_FUNCTION( GrenadeEnergyTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_energy, CGrenadeEnergy );
void CGrenadeEnergy::Spawn( void )
{
Precache( );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLY );
SetModel( "Models/weapons/w_energy_grenade.mdl" );
SetUse( DetonateUse );
SetTouch( GrenadeEnergyTouch );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_dmg_energy_grenade.GetFloat();
m_DmgRadius = sk_energy_grenade_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
m_flCycle = 0;
m_flLaunchTime = gpGlobals->curtime;
SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE );
UTIL_SetSize( this, vec3_origin, vec3_origin );
m_flMaxFrame = (float) modelinfo->GetModelFrameCount( GetModel() ) - 1;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeEnergy::Shoot( CBaseEntity* pOwner, const Vector &vStart, Vector vVelocity )
{
CGrenadeEnergy *pEnergy = (CGrenadeEnergy *)CreateEntityByName( "grenade_energy" );
pEnergy->Spawn();
UTIL_SetOrigin( pEnergy, vStart );
pEnergy->SetAbsVelocity( vVelocity );
pEnergy->SetOwnerEntity( pOwner );
pEnergy->SetThink ( Animate );
pEnergy->SetNextThink( gpGlobals->curtime + 0.1f );
pEnergy->m_nRenderMode = kRenderTransAdd;
pEnergy->SetRenderColor( 160, 160, 160, 255 );
pEnergy->m_nRenderFX = kRenderFxNone;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadeEnergy::Animate( void )
{
float flLifeLeft = 1-(gpGlobals->curtime - m_flLaunchTime)/ENERGY_GRENADE_LIFETIME;
if (flLifeLeft < 0)
{
SetRenderColorA( 0 );
SetThink(NULL);
UTIL_Remove(this);
}
SetNextThink( gpGlobals->curtime + 0.01f );
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
SetNextThink( gpGlobals->curtime + 0.1f );
StudioFrameAdvance( );
SetRenderColorA( flLifeLeft );
}
void CGrenadeEnergy::Event_Killed( const CTakeDamageInfo &info )
{
Detonate( );
}
void CGrenadeEnergy::GrenadeEnergyTouch( CBaseEntity *pOther )
{
if ( pOther->m_takedamage )
{
float flLifeLeft = 1-(gpGlobals->curtime - m_flLaunchTime)/ENERGY_GRENADE_LIFETIME;
if ( pOther->GetFlags() & (FL_CLIENT) )
{
CBasePlayer *pPlayer = ( CBasePlayer * )pOther;
float flKick = 120 * flLifeLeft;
pPlayer->m_Local.m_vecPunchAngle.SetX( flKick * (random->RandomInt(0,1) == 1) ? -1 : 1 );
pPlayer->m_Local.m_vecPunchAngle.SetY( flKick * (random->RandomInt(0,1) == 1) ? -1 : 1 );
}
float flDamage = m_flDamage * flLifeLeft;
if (flDamage < 1)
{
flDamage = 1;
}
trace_t tr;
tr = GetTouchTrace();
CTakeDamageInfo info( this, GetThrower(), m_flDamage * flLifeLeft, DMG_SONIC );
CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
pOther->TakeDamage( info );
}
Detonate();
}
void CGrenadeEnergy::Detonate(void)
{
m_takedamage = DAMAGE_NO;
UTIL_Remove( this );
}
void CGrenadeEnergy::Precache( void )
{
PrecacheModel("Models/weapons/w_energy_grenade.mdl");
}