Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basegrenade_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CBaseGrenadeTimed : public CBaseGrenade
{
public:
DECLARE_CLASS( CBaseGrenadeTimed, CBaseGrenade );
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS( npc_handgrenade, CBaseGrenadeTimed );
void CBaseGrenadeTimed::Spawn( void )
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
SetModel( "models/Weapons/w_grenade.mdl" );
UTIL_SetSize(this, Vector( -4, -4, -4), Vector(4, 4, 4));
QAngle angles;
Vector vel = GetAbsVelocity();
VectorAngles( vel, angles );
SetLocalAngles( angles );
SetTouch( &CBaseGrenadeTimed::BounceTouch ); // Bounce if touched
// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
SetThink( &CBaseGrenadeTimed::TumbleThink );
SetNextThink( gpGlobals->curtime + 0.1f );
// if the delay is < 0.1 seconds, don't fly anywhere
if ((m_flDetonateTime - gpGlobals->curtime) < 0.1)
{
SetNextThink( gpGlobals->curtime );
SetAbsVelocity( vec3_origin );
}
// Tumble through the air
// pGrenade->m_vecAngVelocity.x = -400;
SetGravity(1.0); // Don't change or throw calculations will be off!
SetFriction(0.8);
m_flDamage = 100; // ????
m_takedamage = DAMAGE_NO;
}
void CBaseGrenadeTimed::Precache( void )
{
BaseClass::Precache( );
PrecacheModel("models/weapons/w_grenade.mdl");
}