|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Concussion Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_concussion.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#endif
#define GRENADE_CONCUSSION_TIMER 3.0f // seconds
//=============================================================================
//
// TF Concussion Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeConcussion, DT_TFGrenadeConcussion )
BEGIN_NETWORK_TABLE( CTFGrenadeConcussion, DT_TFGrenadeConcussion ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeConcussion ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion, CTFGrenadeConcussion ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion );
//=============================================================================
//
// TF Concussion Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeConcussion ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeConcussion::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { return CTFGrenadeConcussionProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GetTFWpnData(), flTime ); }
#endif
//=============================================================================
//
// TF Concussion Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_conc.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion_projectile, CTFGrenadeConcussionProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeConcussionProjectile* CTFGrenadeConcussionProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeConcussionProjectile *pGrenade = static_cast<CTFGrenadeConcussionProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_concussion_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); }
return pGrenade; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Spawn() { SetModel( GRENADE_MODEL );
BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Precache() { PrecacheModel( GRENADE_MODEL );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Concussion.Bounce" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; }
// The trace start/end.
Vector vecStart = GetAbsOrigin() + Vector( 0.0f, 0.0f, 8.0f ); Vector vecEnd = vecStart + Vector( 0.0f, 0.0f, -32.0f );
trace_t trace; UTIL_TraceLine ( vecStart, vecEnd, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &trace );
// Explode (concuss).
Explode( &trace, DMG_BLAST );
// Screen shake.
if ( GetShakeAmplitude() ) { UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START ); } }
extern ConVar tf_grenade_show_radius;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Explode( trace_t *pTrace, int bitsDamageType ) { // Server specific.
#ifdef GAME_DLL
// Invisible.
SetModelName( NULL_STRING ); AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO; // Move the impact point away from the surface a little bit.
if ( pTrace->fraction != 1.0 ) { SetLocalOrigin( pTrace->endpos + ( pTrace->plane.normal * 0.6 ) ); }
// Explosion effect on client
SendDispatchEffect();
// Explosion sound.
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
// Explosion damage, using the thrower's position as the report position.
CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); Vector vecReported = pPlayer ? pPlayer->GetAbsOrigin() : vec3_origin; CTakeDamageInfo info( this, pPlayer, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported ); RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
// Concussion.
CBaseEntity *pEntityList[64]; int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 64, GetAbsOrigin(), m_DmgRadius, FL_CLIENT ); for ( int iEntity = 0; iEntity < nEntityCount; ++iEntity ) { CBaseEntity *pEntity = pEntityList[iEntity]; CTFPlayer *pTestPlayer = ToTFPlayer( pEntity );
// You can concuss yourself.
bool bIsThrower = ( pPlayer == pTestPlayer ); if ( bIsThrower || ( pTestPlayer && !InSameTeam( pTestPlayer) ) ) { pTestPlayer->m_Shared.Concussion( this, m_DmgRadius ); } }
if ( tf_grenade_show_radius.GetBool() ) { DrawRadius( m_DmgRadius ); }
// Explosion decal.
UTIL_DecalTrace( pTrace, "Scorch" );
// Reset.
SetThink( &CBaseGrenade::SUB_Remove ); SetTouch( NULL ); AddEffects( EF_NODRAW ); SetAbsVelocity( vec3_origin ); SetNextThink( gpGlobals->curtime ); #endif
}
#endif
|