Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.
 
 
 
 
 
 

119 lines
3.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Upgrade that explodes when it's object dies, injuring nearby enemies
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_team.h"
#include "tf_gamerules.h"
#include "tf_obj.h"
#include "ndebugoverlay.h"
#include "tf_obj_baseupgrade_shared.h"
#include "hierarchy.h"
// ------------------------------------------------------------------------ //
// Explosives defines
#define EXPLOSIVE_MINS Vector(-10, -10, 0)
#define EXPLOSIVE_MAXS Vector( 10, 10, 10)
#define EXPLOSIVE_MODEL "models/objects/obj_explosives.mdl"
// ------------------------------------------------------------------------ //
// Explosives upgrade
// ------------------------------------------------------------------------ //
class CObjectExplosives : public CBaseObjectUpgrade
{
DECLARE_CLASS( CObjectExplosives, CBaseObjectUpgrade );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CObjectExplosives();
virtual void Spawn();
virtual void Precache();
virtual void Killed( void );
// Explosivo
void ExplodeThink( void );
};
BEGIN_DATADESC( CObjectExplosives )
DEFINE_THINKFUNC( ExplodeThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CObjectExplosives, DT_ObjectExplosives)
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(obj_explosives, CObjectExplosives);
PRECACHE_REGISTER(obj_explosives);
ConVar obj_explosives_health( "obj_explosives_health","1", FCVAR_NONE, "Explosives health" );
ConVar obj_explosives_damage( "obj_explosives_damage","100", FCVAR_NONE, "Explosives damage" );
ConVar obj_explosives_radius( "obj_explosives_radius","256", FCVAR_NONE, "Explosives damage" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectExplosives::CObjectExplosives()
{
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectExplosives::Spawn()
{
Precache();
SetModel( EXPLOSIVE_MODEL );
SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
UTIL_SetSize(this, EXPLOSIVE_MINS, EXPLOSIVE_MAXS);
m_takedamage = DAMAGE_YES;
m_iHealth = obj_explosives_health.GetInt();
SetType( OBJ_EXPLOSIVES );
m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER | OF_DONT_AUTO_REPAIR | OF_MUST_BE_BUILT_ON_ATTACHMENT;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectExplosives::Precache()
{
PrecacheModel( EXPLOSIVE_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose: Explosivo!
//-----------------------------------------------------------------------------
void CObjectExplosives::Killed( void )
{
// Tell 'em I'm dying now
m_bDying = true;
// Remove myself from the entity I was built on so it can die
DetachObjectFromObject();
// Delay the explosion & death so that it's not blocked by the entity we were built on
SetThink( ExplodeThink );
SetNextThink( gpGlobals->curtime + 0.3 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectExplosives::ExplodeThink( void )
{
// Do radius damage
RadiusDamage( CTakeDamageInfo( this, GetBuilder(), obj_explosives_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), obj_explosives_radius.GetFloat(), CLASS_NONE, NULL );
// Kill myself
BaseClass::Killed();
}