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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Heal Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_heal.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "particle_parse.h"
#endif
#define GRENADE_HEAL_TIMER 3.0f //Seconds
#define GRENADE_HEAL_LEADIN 2.0f
//=============================================================================
//
// TF Heal Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeHeal, DT_TFGrenadeHeal )
BEGIN_NETWORK_TABLE( CTFGrenadeHeal, DT_TFGrenadeHeal ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeHeal ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal, CTFGrenadeHeal ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal );
//=============================================================================
//
// TF Heal Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeHeal ) END_DATADESC()
ConVar tf_grenade_heal_amount( "tf_grenade_heal_amount", "100", FCVAR_CHEAT, "Amount healed by the medic heal grenade.\n" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeHeal::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { return CTFGrenadeHealProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GetTFWpnData(), flTime ); }
//=============================================================================
//
// TF Heal Grenade Projectile functions (Server specific).
//
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_heal.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal_projectile, CTFGrenadeHealProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal_projectile );
BEGIN_DATADESC( CTFGrenadeHealProjectile ) DEFINE_THINKFUNC( DetonateThink ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeHealProjectile* CTFGrenadeHealProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeHealProjectile *pGrenade = static_cast<CTFGrenadeHealProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_heal_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); }
return pGrenade; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::Spawn() { SetModel( GRENADE_MODEL );
BaseClass::Spawn();
m_bPlayedLeadIn = false;
SetThink( &CTFGrenadeHealProjectile::DetonateThink );
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
if ( GetTeamNumber() == TF_TEAM_BLUE ) { DispatchParticleEffect( "heal_ticker_blue", PATTACH_ABSORIGIN_FOLLOW, this ); } else { DispatchParticleEffect( "heal_ticker_red", PATTACH_ABSORIGIN_FOLLOW, this ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::Precache() { PrecacheModel( GRENADE_MODEL ); PrecacheScriptSound( "Weapon_Grenade_Heal.LeadIn" ); PrecacheScriptSound( "Weapon_Grenade_Heal.Bounce" ); PrecacheScriptSound( "Weapon_Grenade_Heal.Explode" ); PrecacheParticleSystem( "heal_ticker_blue" ); PrecacheParticleSystem( "heal_ticker_red" ); PrecacheParticleSystem( "heal_grenade_blue" ); PrecacheParticleSystem( "heal_grenade_red" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Heal.Bounce" ); }
extern ConVar tf_grenade_show_radius;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; }
float flRadius = 180; float flHealAmount = tf_grenade_heal_amount.GetFloat();
if ( tf_grenade_show_radius.GetBool() ) { DrawRadius( flRadius ); }
// Heal every friendly player in the radius for 100 health
CBaseEntity *pEntityList[100]; int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, FL_CLIENT ); int iEntity; for ( iEntity = 0; iEntity < nEntityCount; ++iEntity ) { CTFPlayer *pPlayer = ToTFPlayer( pEntityList[iEntity] );
if ( pPlayer ) { pPlayer->TakeHealth( flHealAmount, DMG_GENERIC ); } }
EmitSound( "Weapon_Grenade_Heal.Explode" );
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
if ( GetTeamNumber() == TF_TEAM_BLUE ) { DispatchParticleEffect( "heal_grenade_blue", GetAbsOrigin(), vec3_angle ); } else { DispatchParticleEffect( "heal_grenade_red", GetAbsOrigin(), vec3_angle ); }
UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeHealProjectile::DetonateThink( void ) { if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_HEAL_LEADIN ) { Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 ); CPASAttenuationFilter filter( soundPosition );
EmitSound( filter, entindex(), "Weapon_Grenade_Heal.LeadIn" ); m_bPlayedLeadIn = true; }
BaseClass::DetonateThink(); }
#endif
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