Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Concussion Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_concussion.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
#define GRENADE_CONCUSSION_TIMER 3.0f // seconds
//=============================================================================
//
// TF Concussion Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeConcussion, DT_TFGrenadeConcussion )
BEGIN_NETWORK_TABLE( CTFGrenadeConcussion, DT_TFGrenadeConcussion )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeConcussion )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion, CTFGrenadeConcussion );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion );
//=============================================================================
//
// TF Concussion Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeConcussion )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeConcussion::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeConcussionProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Concussion Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_conc.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_concussion_projectile, CTFGrenadeConcussionProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_concussion_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeConcussionProjectile* CTFGrenadeConcussionProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeConcussionProjectile *pGrenade = static_cast<CTFGrenadeConcussionProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_concussion_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
if ( pGrenade )
{
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
}
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Concussion.Bounce" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
// The trace start/end.
Vector vecStart = GetAbsOrigin() + Vector( 0.0f, 0.0f, 8.0f );
Vector vecEnd = vecStart + Vector( 0.0f, 0.0f, -32.0f );
trace_t trace;
UTIL_TraceLine ( vecStart, vecEnd, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &trace );
// Explode (concuss).
Explode( &trace, DMG_BLAST );
// Screen shake.
if ( GetShakeAmplitude() )
{
UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START );
}
}
extern ConVar tf_grenade_show_radius;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeConcussionProjectile::Explode( trace_t *pTrace, int bitsDamageType )
{
// Server specific.
#ifdef GAME_DLL
// Invisible.
SetModelName( NULL_STRING );
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
// Move the impact point away from the surface a little bit.
if ( pTrace->fraction != 1.0 )
{
SetLocalOrigin( pTrace->endpos + ( pTrace->plane.normal * 0.6 ) );
}
// Explosion effect on client
SendDispatchEffect();
// Explosion sound.
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
// Explosion damage, using the thrower's position as the report position.
CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
Vector vecReported = pPlayer ? pPlayer->GetAbsOrigin() : vec3_origin;
CTakeDamageInfo info( this, pPlayer, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );
RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
// Concussion.
CBaseEntity *pEntityList[64];
int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 64, GetAbsOrigin(), m_DmgRadius, FL_CLIENT );
for ( int iEntity = 0; iEntity < nEntityCount; ++iEntity )
{
CBaseEntity *pEntity = pEntityList[iEntity];
CTFPlayer *pTestPlayer = ToTFPlayer( pEntity );
// You can concuss yourself.
bool bIsThrower = ( pPlayer == pTestPlayer );
if ( bIsThrower || ( pTestPlayer && !InSameTeam( pTestPlayer) ) )
{
pTestPlayer->m_Shared.Concussion( this, m_DmgRadius );
}
}
if ( tf_grenade_show_radius.GetBool() )
{
DrawRadius( m_DmgRadius );
}
// Explosion decal.
UTIL_DecalTrace( pTrace, "Scorch" );
// Reset.
SetThink( &CBaseGrenade::SUB_Remove );
SetTouch( NULL );
AddEffects( EF_NODRAW );
SetAbsVelocity( vec3_origin );
SetNextThink( gpGlobals->curtime );
#endif
}
#endif