Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl1_grenade_spit.h"
#include "soundent.h"
#include "decals.h"
#include "smoke_trail.h"
#include "hl2_shareddefs.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
ConVar sk_bullsquid_dmg_spit ( "sk_bullsquid_dmg_spit", "0" );
BEGIN_DATADESC( CGrenadeSpit )
// Function pointers
DEFINE_THINKFUNC( SpitThink ),
DEFINE_ENTITYFUNC( GrenadeSpitTouch ),
//DEFINE_FIELD( m_nSquidSpitSprite, FIELD_INTEGER ),
DEFINE_FIELD( m_fSpitDeathTime, FIELD_TIME ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_spit, CGrenadeSpit );
void CGrenadeSpit::Spawn( void )
{
Precache( );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLYGRAVITY );
// FIXME, if these is a sprite, then we need a base class derived from CSprite rather than
// CBaseAnimating. pev->scale becomes m_flSpriteScale in that case.
SetModel( "models/spitball_large.mdl" );
UTIL_SetSize(this, Vector(-3, -3, -3), Vector(3, 3, 3));
m_nRenderMode = kRenderTransAdd;
SetRenderColor( 255, 255, 255, 255 );
m_nRenderFX = kRenderFxNone;
SetThink( &CGrenadeSpit::SpitThink );
SetUse( &CBaseGrenade::DetonateUse );
SetTouch( &CGrenadeSpit::GrenadeSpitTouch );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_bullsquid_dmg_spit.GetFloat();
m_DmgRadius = 60.0f;
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetGravity( SPIT_GRAVITY );
SetFriction( 0.8 );
SetSequence( 1 );
SetCollisionGroup( HL2COLLISION_GROUP_SPIT );
}
void CGrenadeSpit::SetSpitSize(int nSize)
{
switch (nSize)
{
case SPIT_LARGE:
{
SetModel( "models/spitball_large.mdl" );
break;
}
case SPIT_MEDIUM:
{
SetModel( "models/spitball_medium.mdl" );
break;
}
case SPIT_SMALL:
{
SetModel( "models/spitball_small.mdl" );
break;
}
}
}
void CGrenadeSpit::Event_Killed( const CTakeDamageInfo &info )
{
Detonate( );
}
void CGrenadeSpit::GrenadeSpitTouch( CBaseEntity *pOther )
{
if (m_fSpitDeathTime != 0)
{
return;
}
if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT)
{
return;
}
if ( !pOther->m_takedamage )
{
// make a splat on the wall
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace(&tr, "BeerSplash" );
// make some flecks
CPVSFilter filter( tr.endpos );
te->SpriteSpray( filter, 0.0,
&tr.endpos, &tr.plane.normal, m_nSquidSpitSprite, random->RandomInt( 90, 160 ), 50, random->RandomInt ( 5, 15 ) );
}
else
{
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
}
Detonate();
}
void CGrenadeSpit::SpitThink( void )
{
if (m_fSpitDeathTime != 0 &&
m_fSpitDeathTime < gpGlobals->curtime)
{
UTIL_Remove( this );
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CGrenadeSpit::Detonate(void)
{
m_takedamage = DAMAGE_NO;
int iPitch;
// splat sound
iPitch = random->RandomFloat( 90, 110 );
EmitSound( "GrenadeSpit.Acid" );
EmitSound( "GrenadeSpit.Hit" );
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeSpit::Precache( void )
{
m_nSquidSpitSprite = PrecacheModel("sprites/bigspit.vmt");// client side spittle.
PrecacheModel("models/spitball_large.mdl");
PrecacheModel("models/spitball_medium.mdl");
PrecacheModel("models/spitball_small.mdl");
PrecacheScriptSound( "GrenadeSpit.Acid" );
PrecacheScriptSound( "GrenadeSpit.Hit" );
}
CGrenadeSpit::CGrenadeSpit(void)
{
}