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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Caltrop Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_caltrop.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_CALTROP_TIMER 3.0f //Seconds
#define GRENADE_CALTROP_RELEASE_COUNT 6
#define GRENADE_CALTROP_DAMAGE 10
//=============================================================================
//
// TF Caltrop Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltrop, DT_TFGrenadeCaltrop )
BEGIN_NETWORK_TABLE( CTFGrenadeCaltrop, DT_TFGrenadeCaltrop ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeCaltrop ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop, CTFGrenadeCaltrop ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop );
//=============================================================================
//
// TF Caltrop Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeCaltrop ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeCaltrop::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { // Release several at a time (different directions, angles, speeds, etc.)
for ( int i = 0 ; i < GRENADE_CALTROP_RELEASE_COUNT ; i++ ) { Vector velocity( random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(150,200) ); CTFGrenadeCaltropProjectile::Create( vecSrc, vecAngles, velocity, angImpulse, pPlayer, GetTFWpnData(), random->RandomFloat( 10.0f, 15.0f ) ); }
return NULL; }
#endif
//=============================================================================
//
// TF Caltrop Grenade Projectile functions (Server specific).
//
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop_projectile, CTFGrenadeCaltropProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop_projectile );
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile )
BEGIN_NETWORK_TABLE( CTFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile ) END_NETWORK_TABLE()
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_beartrap.mdl"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeCaltropProjectile* CTFGrenadeCaltropProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeCaltropProjectile *pGrenade = static_cast<CTFGrenadeCaltropProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_caltrop_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
pGrenade->SetTouch( &CTFGrenadeCaltropProjectile::Touch ); }
return pGrenade; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeCaltropProjectile::Spawn() { SetModel( GRENADE_MODEL );
BaseClass::Spawn();
// We want to get touch functions called so we can damage enemy players
AddSolidFlags( FSOLID_TRIGGER ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeCaltropProjectile::Precache() { PrecacheModel( GRENADE_MODEL );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeCaltropProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Caltrop.Bounce" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeCaltropProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; }
// have the caltrop disappear
UTIL_Remove( this );
#if 0
// Tell the bots an HE grenade has exploded
CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); if ( pPlayer ) { KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" ); pEvent->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEventServerOnly( pEvent ); } #endif
} #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeCaltropProjectile::Touch( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() || !( pOther->GetFlags() & FL_ONGROUND ) || !pOther->IsAlive() ) return;
// Don't hurt friendlies
if ( GetTeamNumber() == pOther->GetTeamNumber() ) return;
// Caltrops need to be on the ground. Check to see if we're still moving.
Vector vecVelocity; VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); if ( vecVelocity.LengthSqr() > (1*1) ) return;
#ifdef GAME_DLL
// Do the leg damage to the player
CTakeDamageInfo info( this, GetThrower(), GRENADE_CALTROP_DAMAGE, DMG_LEG_DAMAGE | DMG_PREVENT_PHYSICS_FORCE ); pOther->TakeDamage( info );
// have the caltrop disappear
UTIL_Remove( this ); #endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeCaltropProjectile::OnDataChanged(DataUpdateType_t updateType) { BaseClass::OnDataChanged(updateType); if ( updateType == DATA_UPDATE_CREATED ) { /*
SetSolidFlags( FSOLID_NOT_STANDABLE ); SetSolid( SOLID_BBOX );
SetCollisionBounds( Vector( -2.0f, -2.0f, -2.0f ), Vector( 2.0f, 2.0f, 2.0f ) );
// We want touch calls on the client.
// So override the collision group, but make it a trigger
SetCollisionGroup( COLLISION_GROUP_NONE ); AddSolidFlags( FSOLID_TRIGGER );
UpdatePartitionListEntry();
CollisionProp()->UpdatePartition(); */ } } #endif
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