Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hegrenade_projectile.h"
#include "soundent.h"
#include "cs_player.h"
#include "KeyValues.h"
#include "weapon_csbase.h"
#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl"
LINK_ENTITY_TO_CLASS( hegrenade_projectile, CHEGrenadeProjectile );
PRECACHE_WEAPON_REGISTER( hegrenade_projectile );
CHEGrenadeProjectile* CHEGrenadeProjectile::Create(
const Vector &position,
const QAngle &angles,
const Vector &velocity,
const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner,
float timer )
{
CHEGrenadeProjectile *pGrenade = (CHEGrenadeProjectile*)CBaseEntity::Create( "hegrenade_projectile", position, angles, pOwner );
// Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER
// one second before detonation.
pGrenade->SetDetonateTimerLength( 1.5 );
pGrenade->SetAbsVelocity( velocity );
pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity );
pGrenade->SetThrower( pOwner );
pGrenade->SetGravity( BaseClass::GetGrenadeGravity() );
pGrenade->SetFriction( BaseClass::GetGrenadeFriction() );
pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() );
pGrenade->m_flDamage = 100;
pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f;
pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
// make NPCs afaid of it while in the air
pGrenade->SetThink( &CHEGrenadeProjectile::DangerSoundThink );
pGrenade->SetNextThink( gpGlobals->curtime );
pGrenade->m_pWeaponInfo = GetWeaponInfo( WEAPON_HEGRENADE );
return pGrenade;
}
void CHEGrenadeProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
}
void CHEGrenadeProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "HEGrenade.Bounce" );
BaseClass::Precache();
}
void CHEGrenadeProjectile::BounceSound( void )
{
EmitSound( "HEGrenade.Bounce" );
}
void CHEGrenadeProjectile::Detonate()
{
BaseClass::Detonate();
// tell the bots an HE grenade has exploded
CCSPlayer *player = ToCSPlayer(GetThrower());
if ( player )
{
IGameEvent * event = gameeventmanager->CreateEvent( "hegrenade_detonate" );
if ( event )
{
event->SetInt( "userid", player->GetUserID() );
event->SetFloat( "x", GetAbsOrigin().x );
event->SetFloat( "y", GetAbsOrigin().y );
event->SetFloat( "z", GetAbsOrigin().z );
gameeventmanager->FireEvent( event );
}
}
}