Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), Leon Hartwig, 2003
#include "cbase.h"
#include "cs_shareddefs.h"
#include "basegrenade_shared.h"
#include "bot.h"
#include "bot_util.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
/// @todo Remove this nasty hack - CreateFakeClient() calls CBot::Spawn, which needs the profile and team
const BotProfile *g_botInitProfile = NULL; int g_botInitTeam = 0;
//
// NOTE: Because CBot had to be templatized, the code was moved into bot.h
//
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
ActiveGrenade::ActiveGrenade( CBaseGrenade *grenadeEntity ) { m_entity = grenadeEntity; m_detonationPosition = grenadeEntity->GetAbsOrigin(); m_dieTimestamp = 0.0f;
m_isSmoke = false; m_isFlashbang = false; m_isMolotov = false; m_isDecoy = false;
switch ( grenadeEntity->GetGrenadeType() ) { case GRENADE_TYPE_EXPLOSIVE: m_radius = HEGrenadeRadius; break; case GRENADE_TYPE_FLASH: m_radius = FlashbangGrenadeRadius; m_isFlashbang = true; break; case GRENADE_TYPE_FIRE: m_radius = MolotovGrenadeRadius; m_isMolotov = true; break; case GRENADE_TYPE_DECOY: m_radius = DecoyGrenadeRadius; m_isDecoy = true; break; case GRENADE_TYPE_SMOKE: m_radius = SmokeGrenadeRadius; m_isSmoke = true; break; case GRENADE_TYPE_SENSOR: m_radius = MolotovGrenadeRadius; m_isSensor = true; break; default: AssertMsg( 0, "Invalid grenade type!\n" ); m_radius = HEGrenadeRadius; } }
//--------------------------------------------------------------------------------------------------------------
/**
* Called when the grenade in the world goes away */ void ActiveGrenade::OnEntityGone( void ) { if (m_isSmoke) { // smoke lingers after grenade is gone
const float smokeLingerTime = 4.0f; m_dieTimestamp = gpGlobals->curtime + smokeLingerTime; }
m_entity = NULL; }
//--------------------------------------------------------------------------------------------------------------
void ActiveGrenade::Update( void ) { if (m_entity != NULL) { m_detonationPosition = m_entity->GetAbsOrigin(); } }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if this grenade is valid */ bool ActiveGrenade::IsValid( void ) const { if ( m_isSmoke ) { if ( m_entity == NULL && gpGlobals->curtime > m_dieTimestamp ) { return false; } } else { if ( m_entity == NULL ) { return false; } }
return true; }
//--------------------------------------------------------------------------------------------------------------
const Vector &ActiveGrenade::GetPosition( void ) const { // smoke grenades can vanish before the smoke itself does - refer to the detonation position
if (m_entity == NULL) return GetDetonationPosition();
return m_entity->GetAbsOrigin(); }
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