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220 lines
6.7 KiB
220 lines
6.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: TF Caltrop 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_caltrop.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_CALTROP_TIMER 3.0f //Seconds |
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#define GRENADE_CALTROP_RELEASE_COUNT 6 |
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#define GRENADE_CALTROP_DAMAGE 10 |
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//============================================================================= |
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// |
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// TF Caltrop Grenade tables. |
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// |
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltrop, DT_TFGrenadeCaltrop ) |
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BEGIN_NETWORK_TABLE( CTFGrenadeCaltrop, DT_TFGrenadeCaltrop ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CTFGrenadeCaltrop ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop, CTFGrenadeCaltrop ); |
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop ); |
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//============================================================================= |
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// |
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// TF Caltrop 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( CTFGrenadeCaltrop ) |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFWeaponBaseGrenadeProj *CTFGrenadeCaltrop::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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// Release several at a time (different directions, angles, speeds, etc.) |
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for ( int i = 0 ; i < GRENADE_CALTROP_RELEASE_COUNT ; i++ ) |
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{ |
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Vector velocity( random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(150,200) ); |
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CTFGrenadeCaltropProjectile::Create( vecSrc, vecAngles, velocity, angImpulse, |
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pPlayer, GetTFWpnData(), random->RandomFloat( 10.0f, 15.0f ) ); |
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} |
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return NULL; |
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} |
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#endif |
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//============================================================================= |
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// |
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// TF Caltrop Grenade Projectile functions (Server specific). |
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// |
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop_projectile, CTFGrenadeCaltropProjectile ); |
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop_projectile ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile ) |
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BEGIN_NETWORK_TABLE( CTFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile ) |
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END_NETWORK_TABLE() |
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#ifdef GAME_DLL |
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_beartrap.mdl" |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFGrenadeCaltropProjectile* CTFGrenadeCaltropProjectile::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, |
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float timer, int iFlags ) |
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{ |
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CTFGrenadeCaltropProjectile *pGrenade = static_cast<CTFGrenadeCaltropProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_caltrop_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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pGrenade->SetTouch( &CTFGrenadeCaltropProjectile::Touch ); |
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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 CTFGrenadeCaltropProjectile::Spawn() |
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{ |
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SetModel( GRENADE_MODEL ); |
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BaseClass::Spawn(); |
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// We want to get touch functions called so we can damage enemy players |
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AddSolidFlags( FSOLID_TRIGGER ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeCaltropProjectile::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 CTFGrenadeCaltropProjectile::BounceSound( void ) |
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{ |
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EmitSound( "Weapon_Grenade_Caltrop.Bounce" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeCaltropProjectile::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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// have the caltrop disappear |
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UTIL_Remove( this ); |
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#if 0 |
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// Tell the bots an HE grenade has exploded |
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CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); |
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if ( pPlayer ) |
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{ |
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KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" ); |
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pEvent->SetInt( "userid", pPlayer->GetUserID() ); |
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gameeventmanager->FireEventServerOnly( pEvent ); |
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} |
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#endif |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeCaltropProjectile::Touch( CBaseEntity *pOther ) |
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{ |
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if ( !pOther->IsPlayer() || !( pOther->GetFlags() & FL_ONGROUND ) || !pOther->IsAlive() ) |
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return; |
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// Don't hurt friendlies |
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if ( GetTeamNumber() == pOther->GetTeamNumber() ) |
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return; |
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// Caltrops need to be on the ground. Check to see if we're still moving. |
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Vector vecVelocity; |
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VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); |
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if ( vecVelocity.LengthSqr() > (1*1) ) |
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return; |
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#ifdef GAME_DLL |
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// Do the leg damage to the player |
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CTakeDamageInfo info( this, GetThrower(), GRENADE_CALTROP_DAMAGE, DMG_LEG_DAMAGE | DMG_PREVENT_PHYSICS_FORCE ); |
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pOther->TakeDamage( info ); |
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// have the caltrop disappear |
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UTIL_Remove( this ); |
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#endif |
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} |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeCaltropProjectile::OnDataChanged(DataUpdateType_t updateType) |
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{ |
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BaseClass::OnDataChanged(updateType); |
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if ( updateType == DATA_UPDATE_CREATED ) |
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{ |
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/* |
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SetSolidFlags( FSOLID_NOT_STANDABLE ); |
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SetSolid( SOLID_BBOX ); |
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SetCollisionBounds( Vector( -2.0f, -2.0f, -2.0f ), Vector( 2.0f, 2.0f, 2.0f ) ); |
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// We want touch calls on the client. |
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// So override the collision group, but make it a trigger |
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SetCollisionGroup( COLLISION_GROUP_NONE ); |
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AddSolidFlags( FSOLID_TRIGGER ); |
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UpdatePartitionListEntry(); |
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CollisionProp()->UpdatePartition(); |
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*/ |
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} |
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} |
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#endif |