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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Napalm Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_napalm.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
//=============================================================================
//
// TF Napalm Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNapalm, DT_TFGrenadeNapalm )
BEGIN_NETWORK_TABLE( CTFGrenadeNapalm, DT_TFGrenadeNapalm ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeNapalm ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm, CTFGrenadeNapalm ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm );
//=============================================================================
//
// TF Napalm Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNapalm ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeNapalm::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { return CTFGrenadeNapalmProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GetTFWpnData(), flTime ); }
#endif
//=============================================================================
//
// TF Napalm Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_napalm.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_napalm_projectile, CTFGrenadeNapalmProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_napalm_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeNapalmProjectile* CTFGrenadeNapalmProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeNapalmProjectile *pGrenade = static_cast<CTFGrenadeNapalmProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_napalm_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); }
return pGrenade; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::Spawn() { SetModel( GRENADE_MODEL ); BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::Precache() { PrecacheModel( GRENADE_MODEL );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Nail.Bounce" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNapalmProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; }
BaseClass::Detonate();
#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
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