Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== grenade_base.cpp ========================================================
Base Handling for all the player's grenades
*/
#include "cbase.h"
#include "grenadethrown.h"
#include "ammodef.h"
#include "vstdlib/random.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Precaches a grenade and ensures clients know of it's "ammo"
void UTIL_PrecacheOtherGrenade( const char *szClassname )
{
CBaseEntity *pEntity = CreateEntityByName( szClassname );
if ( !pEntity )
{
Msg( "NULL Ent in UTIL_PrecacheOtherGrenade\n" );
return;
}
CThrownGrenade *pGrenade = dynamic_cast<CThrownGrenade *>( pEntity );
if (pGrenade)
{
pGrenade->Precache( );
}
UTIL_Remove( pEntity );
}
//-----------------------------------------------------------------------------
// Purpose: Setup basic values for Thrown grens
//-----------------------------------------------------------------------------
void CThrownGrenade::Spawn( void )
{
// point sized, solid, bouncing
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
UTIL_SetSize(this, vec3_origin, vec3_origin);
// Movement
SetGravity( UTIL_ScaleForGravity( 648 ) );
SetFriction(0.6);
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
QAngle vecAngVel( random->RandomFloat ( -100, -500 ), 0, 0 );
SetLocalAngularVelocity( vecAngVel );
SetTouch( &CThrownGrenade::BounceTouch );
}
//-----------------------------------------------------------------------------
// Purpose: Throw the grenade.
// Input : vecOrigin - Starting position
// vecVelocity - Starting velocity
// flExplodeTime - Time at which to detonate
//-----------------------------------------------------------------------------
void CThrownGrenade::Thrown( Vector vecOrigin, Vector vecVelocity, float flExplodeTime )
{
// Throw
SetLocalOrigin( vecOrigin );
SetAbsVelocity( vecVelocity );
// Explode in 3 seconds
SetThink( &CThrownGrenade::Detonate );
SetNextThink( gpGlobals->curtime + flExplodeTime );
}