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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Gas Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_gas.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_GAS_TIMER 3.0f //Seconds
//=============================================================================
//
// TF Gas Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeGas, DT_TFGrenadeGas )
BEGIN_NETWORK_TABLE( CTFGrenadeGas, DT_TFGrenadeGas ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeGas ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_gas, CTFGrenadeGas ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_gas );
//=============================================================================
//
// TF Gas Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeGas ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeGas::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { return CTFGrenadeGasProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GetTFWpnData(), flTime ); }
#endif
//=============================================================================
//
// TF Gas Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_gas.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_gas_projectile, CTFGrenadeGasProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_gas_projectile );
BEGIN_DATADESC( CTFGrenadeGasProjectile ) DEFINE_THINKFUNC( Think_Emit ), DEFINE_THINKFUNC( Think_Fade ), END_DATADESC() //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeGasProjectile* CTFGrenadeGasProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeGasProjectile *pGrenade = static_cast<CTFGrenadeGasProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_gas_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); }
return pGrenade; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Spawn() { SetModel( GRENADE_MODEL );
BaseClass::Spawn();
m_hGasEffect = NULL; }
CTFGrenadeGasProjectile::~CTFGrenadeGasProjectile() { if ( m_hGasEffect.Get() ) { UTIL_Remove( m_hGasEffect ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Precache() { PrecacheModel( GRENADE_MODEL ); PrecacheParticleSystem( "spy_gasgrenade" ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Gas.Bounce" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::DetonateThink( void ) { // if we're past the detonate time but still moving, delay the detonate
if ( gpGlobals->curtime > GetDetonateTime() && VPhysicsGetObject() ) { Vector vel; VPhysicsGetObject()->GetVelocity( &vel, NULL );
if ( vel.Length() > 35.0 ) { SetTimer( gpGlobals->curtime + 0.5 ); } }
BaseClass::DetonateThink(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; }
// start emitting gas
VPhysicsGetObject()->EnableMotion( false );
m_hGasEffect = ( CTFGasGrenadeEffect * )CreateEntityByName("tf_gas_grenade_effect"); CBaseEntity *pGasEffect = m_hGasEffect.Get(); if ( pGasEffect ) { DispatchSpawn( pGasEffect ); pGasEffect->SetAbsOrigin( GetAbsOrigin() ); }
EmitSound( "BaseSmokeEffect.Sound" );
// damage / hallucination effect in waves
m_nPulses = 20;
SetThink( &CTFGrenadeGasProjectile::Think_Emit ); SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Emit gas pulses
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Think_Emit( void ) { Vector vecOrigin = GetAbsOrigin(); float flDamage = 10; CTakeDamageInfo info( this, GetThrower(), vec3_origin, vecOrigin, flDamage, DMG_NERVEGAS | DMG_PREVENT_PHYSICS_FORCE );
CBaseEntity* pEntity = NULL; while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, vecOrigin, TF_HALLUCINATION_RADIUS ) ) != NULL ) { // check for valid player
if ( !pEntity->IsPlayer() ) continue;
pEntity->TakeDamage( info ); }
m_nPulses--;
if ( m_nPulses <= 0 ) { // Fade out
SetThink( &CTFGrenadeGasProjectile::Think_Fade ); }
SetNextThink( gpGlobals->curtime + 0.75 ); }
//-----------------------------------------------------------------------------
// Fade the projectile out over time before making it disappear
//-----------------------------------------------------------------------------
void CTFGrenadeGasProjectile::Think_Fade() { color32 c = GetRenderColor(); c.a -= 1; SetRenderColor( c.r, c.b, c.g, c.a );
if ( !c.a ) { UTIL_Remove( this ); }
SetNextThink( gpGlobals->curtime ); }
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFGasGrenadeEffect, DT_TFGasGrenadeEffect )
BEGIN_NETWORK_TABLE(CTFGasGrenadeEffect, DT_TFGasGrenadeEffect ) END_NETWORK_TABLE()
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( tf_gas_grenade_effect, CTFGasGrenadeEffect ); #endif
#ifndef CLIENT_DLL
int CTFGasGrenadeEffect::UpdateTransmitState( void ) { return SetTransmitState( FL_EDICT_PVSCHECK ); }
#else
void CTFGasGrenadeEffect::OnDataChanged( DataUpdateType_t updateType ) { if ( updateType == DATA_UPDATE_CREATED && m_pGasEffect == NULL ) { m_pGasEffect = ParticleProp()->Create( "spy_gasgrenade", PATTACH_ABSORIGIN ); } }
#endif // CLIENT_DLL
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