Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

163 lines
4.6 KiB

//========= 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 );
}