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216 lines
6.4 KiB
216 lines
6.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: TF Heal 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_heal.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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#include "particle_parse.h" |
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#endif |
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#define GRENADE_HEAL_TIMER 3.0f //Seconds |
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#define GRENADE_HEAL_LEADIN 2.0f |
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//============================================================================= |
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// |
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// TF Heal Grenade tables. |
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// |
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeHeal, DT_TFGrenadeHeal ) |
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BEGIN_NETWORK_TABLE( CTFGrenadeHeal, DT_TFGrenadeHeal ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CTFGrenadeHeal ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal, CTFGrenadeHeal ); |
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal ); |
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//============================================================================= |
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// |
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// TF Heal 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( CTFGrenadeHeal ) |
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END_DATADESC() |
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ConVar tf_grenade_heal_amount( "tf_grenade_heal_amount", "100", FCVAR_CHEAT, "Amount healed by the medic heal grenade.\n" ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFWeaponBaseGrenadeProj *CTFGrenadeHeal::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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return CTFGrenadeHealProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, |
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pPlayer, GetTFWpnData(), flTime ); |
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} |
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//============================================================================= |
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// |
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// TF Heal Grenade Projectile functions (Server specific). |
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// |
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_heal.mdl" |
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal_projectile, CTFGrenadeHealProjectile ); |
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal_projectile ); |
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BEGIN_DATADESC( CTFGrenadeHealProjectile ) |
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DEFINE_THINKFUNC( DetonateThink ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFGrenadeHealProjectile* CTFGrenadeHealProjectile::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, float timer, int iFlags ) |
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{ |
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CTFGrenadeHealProjectile *pGrenade = static_cast<CTFGrenadeHealProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_heal_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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} |
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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 CTFGrenadeHealProjectile::Spawn() |
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{ |
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SetModel( GRENADE_MODEL ); |
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BaseClass::Spawn(); |
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m_bPlayedLeadIn = false; |
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SetThink( &CTFGrenadeHealProjectile::DetonateThink ); |
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// Since this code only runs on the server, make sure it shows the tempents it creates. |
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CDisablePredictionFiltering disabler; |
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if ( GetTeamNumber() == TF_TEAM_BLUE ) |
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{ |
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DispatchParticleEffect( "heal_ticker_blue", PATTACH_ABSORIGIN_FOLLOW, this ); |
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} |
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else |
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{ |
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DispatchParticleEffect( "heal_ticker_red", PATTACH_ABSORIGIN_FOLLOW, this ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeHealProjectile::Precache() |
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{ |
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PrecacheModel( GRENADE_MODEL ); |
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PrecacheScriptSound( "Weapon_Grenade_Heal.LeadIn" ); |
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PrecacheScriptSound( "Weapon_Grenade_Heal.Bounce" ); |
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PrecacheScriptSound( "Weapon_Grenade_Heal.Explode" ); |
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PrecacheParticleSystem( "heal_ticker_blue" ); |
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PrecacheParticleSystem( "heal_ticker_red" ); |
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PrecacheParticleSystem( "heal_grenade_blue" ); |
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PrecacheParticleSystem( "heal_grenade_red" ); |
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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 CTFGrenadeHealProjectile::BounceSound( void ) |
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{ |
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EmitSound( "Weapon_Grenade_Heal.Bounce" ); |
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} |
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extern ConVar tf_grenade_show_radius; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeHealProjectile::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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float flRadius = 180; |
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float flHealAmount = tf_grenade_heal_amount.GetFloat(); |
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if ( tf_grenade_show_radius.GetBool() ) |
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{ |
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DrawRadius( flRadius ); |
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} |
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// Heal every friendly player in the radius for 100 health |
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CBaseEntity *pEntityList[100]; |
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int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, FL_CLIENT ); |
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int iEntity; |
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for ( iEntity = 0; iEntity < nEntityCount; ++iEntity ) |
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{ |
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CTFPlayer *pPlayer = ToTFPlayer( pEntityList[iEntity] ); |
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if ( pPlayer ) |
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{ |
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pPlayer->TakeHealth( flHealAmount, DMG_GENERIC ); |
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} |
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} |
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EmitSound( "Weapon_Grenade_Heal.Explode" ); |
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// Since this code only runs on the server, make sure it shows the tempents it creates. |
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CDisablePredictionFiltering disabler; |
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if ( GetTeamNumber() == TF_TEAM_BLUE ) |
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{ |
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DispatchParticleEffect( "heal_grenade_blue", GetAbsOrigin(), vec3_angle ); |
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} |
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else |
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{ |
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DispatchParticleEffect( "heal_grenade_red", GetAbsOrigin(), vec3_angle ); |
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} |
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UTIL_Remove( this ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFGrenadeHealProjectile::DetonateThink( void ) |
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{ |
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if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_HEAL_LEADIN ) |
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{ |
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Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 ); |
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CPASAttenuationFilter filter( soundPosition ); |
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EmitSound( filter, entindex(), "Weapon_Grenade_Heal.LeadIn" ); |
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m_bPlayedLeadIn = true; |
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} |
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BaseClass::DetonateThink(); |
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} |
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#endif
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