//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "hegrenade_projectile.h" #include "soundent.h" #include "cs_player.h" #include "keyvalues.h" #include "weapon_csbase.h" #include "decals.h" #include "bot_manager.h" #define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_dropped.mdl" LINK_ENTITY_TO_CLASS( hegrenade_projectile, CHEGrenadeProjectile ); PRECACHE_REGISTER( hegrenade_projectile ); #if !defined( CLIENT_DLL ) BEGIN_DATADESC( CHEGrenadeProjectile ) // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "InitializeSpawnFromWorld", InitializeSpawnFromWorld ), END_DATADESC() #endif CHEGrenadeProjectile* CHEGrenadeProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CCSWeaponInfo& weaponInfo, float timer ) { CHEGrenadeProjectile *pGrenade = (CHEGrenadeProjectile*)CBaseEntity::Create( "hegrenade_projectile", position, angles, pOwner ); // Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER // one second before detonation. pGrenade->SetDetonateTimerLength( 1.5 ); pGrenade->SetAbsVelocity( velocity ); pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity ); pGrenade->SetThrower( pOwner ); pGrenade->SetGravity( BaseClass::GetGrenadeGravity() ); pGrenade->SetFriction( BaseClass::GetGrenadeFriction() ); pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() ); pGrenade->ChangeTeam( pOwner->GetTeamNumber() ); pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); // make NPCs afaid of it while in the air pGrenade->SetThink( &CHEGrenadeProjectile::DangerSoundThink ); pGrenade->SetNextThink( gpGlobals->curtime ); pGrenade->m_pWeaponInfo = &weaponInfo; pGrenade->m_flDamage = (float)weaponInfo.GetDamage(); // 100; pGrenade->m_DmgRadius = weaponInfo.GetRange(); // pGrenade->m_flDamage * 3.5f; pGrenade->SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); return pGrenade; } void CHEGrenadeProjectile::Spawn() { SetModel( GRENADE_MODEL ); BaseClass::Spawn(); SetBodygroupPreset( "thrown" ); } void CHEGrenadeProjectile::Precache() { PrecacheModel( GRENADE_MODEL ); PrecacheScriptSound( "HEGrenade.Bounce" ); BaseClass::Precache(); } void CHEGrenadeProjectile::BounceSound( void ) { EmitSound( "HEGrenade.Bounce" ); } void CHEGrenadeProjectile::Detonate() { // tell the bots an HE grenade has exploded (and record the event in the log) if ( CCSPlayer *player = ToCSPlayer( GetThrower() ) ) { IGameEvent * event = gameeventmanager->CreateEvent( "hegrenade_detonate" ); if ( event ) { event->SetInt( "userid", player->GetUserID() ); event->SetInt( "entityid", this->entindex() ); event->SetFloat( "x", GetAbsOrigin().x ); event->SetFloat( "y", GetAbsOrigin().y ); event->SetFloat( "z", GetAbsOrigin().z ); gameeventmanager->FireEvent( event ); } } BaseClass::Detonate(); } const char *CHEGrenadeProjectile::GetParticleSystemName( int pointContents, surfacedata_t *pdata ) { if ( pointContents & MASK_WATER ) return "explosion_basic_water"; // [msmith] If the grenade goes off near smoke, then we need to make sure that it doesn't // spawn any of it's own smoke (the explosion_hegrenade_brief effect has no smoke). // This fixes an exploit that allowed players to "see through" the smokegrenade smoke. const Vector *detonatePosition = &GetAbsOrigin(); if ( TheBots->IsInsideSmokeCloud( detonatePosition, HEGrenadeRadius ) ) return "explosion_hegrenade_brief"; if ( pdata ) { switch( pdata->game.material ) { case CHAR_TEX_DIRT: case CHAR_TEX_SAND: case CHAR_TEX_GRASS: case CHAR_TEX_MUD: case CHAR_TEX_FOLIAGE: return "explosion_hegrenade_dirt"; case CHAR_TEX_SNOW: return "explosion_hegrenade_snow"; } } return "explosion_basic"; } void CHEGrenadeProjectile::InitializeSpawnFromWorld( inputdata_t &inputdata ) { SetDetonateTimerLength( 1.5 ); SetGravity( GetGrenadeGravity() ); SetFriction( GetGrenadeFriction() ); SetElasticity( GetGrenadeElasticity() ); //pGrenade->ChangeTeam( pOwner->GetTeamNumber() ); ApplyLocalAngularVelocityImpulse( AngularImpulse(600,random->RandomInt(-1200,1200),0) ); // make NPCs afaid of it while in the air SetThink( &CHEGrenadeProjectile::DangerSoundThink ); SetNextThink( gpGlobals->curtime ); m_pWeaponInfo = GetWeaponInfo( WEAPON_HEGRENADE ); //m_flDamage = (float)m_pWeaponInfo.GetDamage(); // 100; //m_DmgRadius = m_pWeaponInfo.GetRange(); // pGrenade->m_flDamage * 3.5f; SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); }