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 Gas Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_smoke_bomb.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "particle_parse.h"
#include "te_effect_dispatch.h"
#endif
//=============================================================================
//
// TF Smoke Bomb tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeSmokeBomb, DT_TFGrenadeSmokeBomb )
BEGIN_NETWORK_TABLE( CTFGrenadeSmokeBomb, DT_TFGrenadeSmokeBomb )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeSmokeBomb )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_smoke_bomb, CTFGrenadeSmokeBomb );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_smoke_bomb );
//=============================================================================
//
// TF Smoke Bomb functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeSmokeBomb )
END_DATADESC()
extern ConVar tf_smoke_bomb_time;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeSmokeBomb::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
#if 0
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
if ( pTFPlayer )
{
CDisablePredictionFiltering disabler;
// Explosion effect on client
CEffectData explosionData;
explosionData.m_vOrigin = pPlayer->GetAbsOrigin();
explosionData.m_vAngles = pPlayer->GetAbsAngles();
explosionData.m_fFlags = GetWeaponID();
// DispatchEffect( "TF_Explosion", explosionData );
// give them the smoke bomb condition
// ( invis for X seconds, able to move full speed )
// ( attacking removes the condition )
if ( pTFPlayer->CanGoInvisible() )
{
pTFPlayer->m_Shared.AddCond( TF_COND_SMOKE_BOMB, tf_smoke_bomb_time.GetFloat() );
}
}
#endif
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Don't explode automatically
//-----------------------------------------------------------------------------
bool CTFGrenadeSmokeBomb::ShouldDetonate( void )
{
return false;
}
#endif // GAME_DLL