You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
231 lines
6.8 KiB
231 lines
6.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: TF Emp Grenade. |
|
// |
|
//=============================================================================// |
|
#include "cbase.h" |
|
#include "tf_weaponbase.h" |
|
#include "tf_gamerules.h" |
|
#include "npcevent.h" |
|
#include "engine/IEngineSound.h" |
|
#include "tf_weapon_grenade_emp.h" |
|
|
|
// Server specific. |
|
#ifdef GAME_DLL |
|
#include "tf_player.h" |
|
#include "items.h" |
|
#include "tf_weaponbase_grenadeproj.h" |
|
#include "soundent.h" |
|
#include "KeyValues.h" |
|
#include "particle_parse.h" |
|
#include "beam_shared.h" |
|
#endif |
|
|
|
#define GRENADE_EMP_TIMER 3.0f //Seconds |
|
#define GRENADE_EMP_LEADIN 2.0f |
|
|
|
//============================================================================= |
|
// |
|
// TF Emp Grenade tables. |
|
// |
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeEmp, DT_TFGrenadeEmp ) |
|
|
|
BEGIN_NETWORK_TABLE( CTFGrenadeEmp, DT_TFGrenadeEmp ) |
|
END_NETWORK_TABLE() |
|
|
|
BEGIN_PREDICTION_DATA( CTFGrenadeEmp ) |
|
END_PREDICTION_DATA() |
|
|
|
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_emp, CTFGrenadeEmp ); |
|
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_emp ); |
|
|
|
//============================================================================= |
|
// |
|
// TF Emp Grenade functions. |
|
// |
|
|
|
// Server specific. |
|
#ifdef GAME_DLL |
|
|
|
BEGIN_DATADESC( CTFGrenadeEmp ) |
|
END_DATADESC() |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CTFWeaponBaseGrenadeProj *CTFGrenadeEmp::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, |
|
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) |
|
{ |
|
return CTFGrenadeEmpProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, |
|
pPlayer, GetTFWpnData(), flTime ); |
|
} |
|
|
|
#endif |
|
|
|
//============================================================================= |
|
// |
|
// TF Emp Grenade Projectile functions (Server specific). |
|
// |
|
#ifdef GAME_DLL |
|
|
|
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_emp.mdl" |
|
|
|
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_emp_projectile, CTFGrenadeEmpProjectile ); |
|
PRECACHE_REGISTER( tf_weapon_grenade_emp_projectile ); |
|
|
|
BEGIN_DATADESC( CTFGrenadeEmpProjectile ) |
|
DEFINE_THINKFUNC( DetonateThink ), |
|
END_DATADESC() |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CTFGrenadeEmpProjectile* CTFGrenadeEmpProjectile::Create( const Vector &position, const QAngle &angles, |
|
const Vector &velocity, const AngularImpulse &angVelocity, |
|
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) |
|
{ |
|
CTFGrenadeEmpProjectile *pGrenade = static_cast<CTFGrenadeEmpProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_emp_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); |
|
if ( pGrenade ) |
|
{ |
|
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); |
|
} |
|
|
|
return pGrenade; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFGrenadeEmpProjectile::Spawn() |
|
{ |
|
Precache(); |
|
SetModel( GRENADE_MODEL ); |
|
|
|
BaseClass::Spawn(); |
|
|
|
m_bPlayedLeadIn = false; |
|
|
|
SetThink( &CTFGrenadeEmpProjectile::DetonateThink ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFGrenadeEmpProjectile::Precache() |
|
{ |
|
PrecacheModel( GRENADE_MODEL ); |
|
PrecacheScriptSound( "Weapon_Grenade_Emp.LeadIn" ); |
|
PrecacheModel( "sprites/physcannon_bluelight1b.vmt" ); |
|
PrecacheParticleSystem( "emp_shockwave" ); |
|
BaseClass::Precache(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFGrenadeEmpProjectile::BounceSound( void ) |
|
{ |
|
EmitSound( "Weapon_Grenade_Emp.Bounce" ); |
|
} |
|
|
|
extern ConVar tf_grenade_show_radius; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFGrenadeEmpProjectile::Detonate() |
|
{ |
|
if ( ShouldNotDetonate() ) |
|
{ |
|
RemoveGrenade(); |
|
return; |
|
} |
|
|
|
// Explosion effect on client |
|
SendDispatchEffect(); |
|
|
|
float flRadius = 180; |
|
float flDamage = 1; |
|
|
|
if ( tf_grenade_show_radius.GetBool() ) |
|
{ |
|
DrawRadius( flRadius ); |
|
} |
|
|
|
// Apply some amount of EMP damage to every entity in the radius. They will calculate |
|
// their own damage based on how much ammo they have or some other wacky calculation. |
|
|
|
CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, DMG_EMP | DMG_PREVENT_PHYSICS_FORCE ); |
|
|
|
CBaseEntity *pEntityList[100]; |
|
int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 ); |
|
int iEntity; |
|
for ( iEntity = 0; iEntity < nEntityCount; ++iEntity ) |
|
{ |
|
CBaseEntity *pEntity = pEntityList[iEntity]; |
|
|
|
if ( pEntity == this ) |
|
continue; |
|
|
|
if ( pEntity && pEntity->IsPlayer() ) |
|
continue; |
|
|
|
if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) ) |
|
{ |
|
pEntity->TakeDamage( info ); |
|
|
|
//if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ ) |
|
{ |
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 ); |
|
if ( !pBeam ) |
|
return; |
|
|
|
pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() ); |
|
|
|
pBeam->SetColor( 255, 255, 255 ); |
|
pBeam->SetBrightness( 128 ); |
|
pBeam->SetNoise( 12.0f ); |
|
pBeam->SetEndWidth( 3.0f ); |
|
pBeam->SetWidth( 3.0f ); |
|
pBeam->LiveForTime( 0.5f ); // Fail-safe |
|
pBeam->SetFrameRate( 25.0f ); |
|
pBeam->SetFrame( random->RandomInt( 0, 2 ) ); |
|
} |
|
} |
|
} |
|
|
|
DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle ); |
|
|
|
UTIL_Remove( this ); |
|
|
|
#if 0 |
|
// Tell the bots an HE grenade has exploded |
|
CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); |
|
if ( pPlayer ) |
|
{ |
|
KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" ); |
|
pEvent->SetInt( "userid", pPlayer->GetUserID() ); |
|
gameeventmanager->FireEventServerOnly( pEvent ); |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFGrenadeEmpProjectile::DetonateThink( void ) |
|
{ |
|
if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_EMP_LEADIN ) |
|
{ |
|
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 ); |
|
CPASAttenuationFilter filter( soundPosition ); |
|
|
|
EmitSound( filter, entindex(), "Weapon_Grenade_Emp.LeadIn" ); |
|
m_bPlayedLeadIn = true; |
|
} |
|
|
|
BaseClass::DetonateThink(); |
|
} |
|
|
|
#endif
|
|
|