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114 lines
2.8 KiB
114 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "weapon_sdkbase.h" |
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#include "gamerules.h" |
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#include "npcevent.h" |
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#include "engine/IEngineSound.h" |
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#include "weapon_grenade.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "sdk_player.h" |
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#include "items.h" |
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#include "sdk_basegrenade_projectile.h" |
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#endif |
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#define GRENADE_TIMER 3.0f //Seconds |
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IMPLEMENT_NETWORKCLASS_ALIASED( SDKGrenade, DT_SDKGrenade ) |
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BEGIN_NETWORK_TABLE(CSDKGrenade, DT_SDKGrenade) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CSDKGrenade ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_grenade, CSDKGrenade ); |
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PRECACHE_WEAPON_REGISTER( weapon_grenade ); |
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#ifdef GAME_DLL |
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#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl" |
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class CGrenadeProjectile : public CBaseGrenadeProjectile |
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{ |
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public: |
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DECLARE_CLASS( CGrenadeProjectile, CBaseGrenadeProjectile ); |
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// Overrides. |
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public: |
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virtual void Spawn() |
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{ |
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SetModel( GRENADE_MODEL ); |
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BaseClass::Spawn(); |
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} |
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virtual void 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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// Grenade stuff. |
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public: |
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static CGrenadeProjectile* Create( |
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const Vector &position, |
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const QAngle &angles, |
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const Vector &velocity, |
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const AngularImpulse &angVelocity, |
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CBaseCombatCharacter *pOwner, |
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float timer ) |
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{ |
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CGrenadeProjectile *pGrenade = (CGrenadeProjectile*)CBaseEntity::Create( "grenade_projectile", position, angles, pOwner ); |
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// Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER |
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// one second before detonation. |
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pGrenade->SetDetonateTimerLength( 1.5 ); |
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pGrenade->SetAbsVelocity( velocity ); |
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pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity ); |
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pGrenade->SetThrower( pOwner ); |
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pGrenade->SetGravity( BaseClass::GetGrenadeGravity() ); |
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pGrenade->SetFriction( BaseClass::GetGrenadeFriction() ); |
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pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() ); |
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pGrenade->m_flDamage = 100; |
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pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f; |
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pGrenade->ChangeTeam( pOwner->GetTeamNumber() ); |
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pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); |
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// make NPCs afaid of it while in the air |
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pGrenade->SetThink( &CGrenadeProjectile::DangerSoundThink ); |
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pGrenade->SetNextThink( gpGlobals->curtime ); |
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return pGrenade; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( grenade_projectile, CGrenadeProjectile ); |
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PRECACHE_WEAPON_REGISTER( grenade_projectile ); |
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BEGIN_DATADESC( CSDKGrenade ) |
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END_DATADESC() |
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void CSDKGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer ) |
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{ |
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CGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER ); |
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} |
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#endif |
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