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: TF Napalm Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_napalm.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#endif
//=============================================================================
//
// TF Napalm Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNapalm, DT_TFGrenadeNapalm )
BEGIN_NETWORK_TABLE( CTFGrenadeNapalm, DT_TFGrenadeNapalm )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeNapalm )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm, CTFGrenadeNapalm );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm );
//=============================================================================
//
// TF Napalm Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNapalm )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeNapalm::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeNapalmProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Napalm Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_napalm.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm_projectile, CTFGrenadeNapalmProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeNapalmProjectile* CTFGrenadeNapalmProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeNapalmProjectile *pGrenade = static_cast<CTFGrenadeNapalmProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_napalm_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
if ( pGrenade )
{
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
}
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Nail.Bounce" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
BaseClass::Detonate();
#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
}
#endif