Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_smokegrenade.h"
#include "particle_parse.h"
LINK_ENTITY_TO_CLASS( grenade_smoke, CDODSmokeGrenade ); PRECACHE_WEAPON_REGISTER( grenade_smoke );
BEGIN_DATADESC( CDODSmokeGrenade ) DEFINE_THINKFUNC( Think_Emit ), DEFINE_THINKFUNC( Think_Fade ), DEFINE_THINKFUNC( Think_Remove ) END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CDODSmokeGrenade, DT_DODSmokeGrenade ) SendPropTime(SENDINFO(m_flSmokeSpawnTime) ), END_SEND_TABLE()
void CDODSmokeGrenade::Spawn() { BaseClass::Spawn();
SetThink( &CDODSmokeGrenade::Think_Emit ); SetNextThink( gpGlobals->curtime + 0.5 );
m_bInitialSmoke = false; m_flRemoveTime = -1; m_flSmokeSpawnTime = 0; }
void CDODSmokeGrenade::Precache() { PrecacheScriptSound( "SmokeGrenade.Bounce" ); PrecacheParticleSystem( "smokegrenade" ); PrecacheParticleSystem( "smokegrenade_jet" ); BaseClass::Precache(); }
void CDODSmokeGrenade::BounceSound( void ) { EmitSound( "SmokeGrenade.Bounce" ); }
void CDODSmokeGrenade::Think_Emit( void ) { // if we're stationary and have not yet created smoke, do so now
Vector vel; AngularImpulse a; VPhysicsGetObject()->GetVelocity( &vel, &a );
if ( vel.Length() < 15.0 && !m_bInitialSmoke ) { VPhysicsGetObject()->EnableMotion( false );
// Smoke Cloud
DispatchParticleEffect( "smokegrenade", GetAbsOrigin(), vec3_angle );
// Smoke Jet
DispatchParticleEffect( "smokegrenade_jet", PATTACH_POINT, this, "jet" );
EmitSound( "BaseSmokeEffect.Sound" );
m_flRemoveTime = gpGlobals->curtime + 10;
m_bInitialSmoke = true;
m_flSmokeSpawnTime = gpGlobals->curtime; }
// if its past our bedtime, fade out
if ( m_flRemoveTime > 0 && gpGlobals->curtime > m_flRemoveTime ) { m_nRenderMode = kRenderTransColor; SetThink( &CDODSmokeGrenade::Think_Fade ); }
SetNextThink( gpGlobals->curtime + 0.1 ); }
// Fade the projectile out over time before making it disappear
void CDODSmokeGrenade::Think_Fade() { m_bFading = true;
SetNextThink( gpGlobals->curtime );
color32 c = GetRenderColor(); c.a -= 1; SetRenderColor( c.r, c.b, c.g, c.a );
if ( !c.a ) { SetModelName( NULL_STRING );//invisible
SetNextThink( gpGlobals->curtime + 10 ); SetThink( &CDODSmokeGrenade::Think_Remove ); // Spit out smoke for 10 seconds.
SetSolid( SOLID_NONE ); } }
void CDODSmokeGrenade::Think_Remove() { // stop all effects
StopParticleEffects( this );
SetModelName( NULL_STRING );//invisible
SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NONE );
UTIL_Remove( this ); }
void CDODSmokeGrenade::Detonate( void ) { // Intentionally blank - our detonate does nothing
}
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