Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Emp Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_emp.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "particle_parse.h"
#include "beam_shared.h"
#endif
#define GRENADE_EMP_TIMER 3.0f //Seconds
#define GRENADE_EMP_LEADIN 2.0f
//=============================================================================
//
// TF Emp Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeEmp, DT_TFGrenadeEmp )
BEGIN_NETWORK_TABLE( CTFGrenadeEmp, DT_TFGrenadeEmp )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeEmp )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_emp, CTFGrenadeEmp );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_emp );
//=============================================================================
//
// TF Emp Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeEmp )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeEmp::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeEmpProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Emp Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_emp.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_emp_projectile, CTFGrenadeEmpProjectile );
PRECACHE_REGISTER( tf_weapon_grenade_emp_projectile );
BEGIN_DATADESC( CTFGrenadeEmpProjectile )
DEFINE_THINKFUNC( DetonateThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeEmpProjectile* CTFGrenadeEmpProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
CTFGrenadeEmpProjectile *pGrenade = static_cast<CTFGrenadeEmpProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_emp_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
if ( pGrenade )
{
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
}
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Spawn()
{
Precache();
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
m_bPlayedLeadIn = false;
SetThink( &CTFGrenadeEmpProjectile::DetonateThink );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "Weapon_Grenade_Emp.LeadIn" );
PrecacheModel( "sprites/physcannon_bluelight1b.vmt" );
PrecacheParticleSystem( "emp_shockwave" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Emp.Bounce" );
}
extern ConVar tf_grenade_show_radius;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
// Explosion effect on client
SendDispatchEffect();
float flRadius = 180;
float flDamage = 1;
if ( tf_grenade_show_radius.GetBool() )
{
DrawRadius( flRadius );
}
// Apply some amount of EMP damage to every entity in the radius. They will calculate
// their own damage based on how much ammo they have or some other wacky calculation.
CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, DMG_EMP | DMG_PREVENT_PHYSICS_FORCE );
CBaseEntity *pEntityList[100];
int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 );
int iEntity;
for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
{
CBaseEntity *pEntity = pEntityList[iEntity];
if ( pEntity == this )
continue;
if ( pEntity && pEntity->IsPlayer() )
continue;
if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) )
{
pEntity->TakeDamage( info );
//if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ )
{
CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 );
if ( !pBeam )
return;
pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetBrightness( 128 );
pBeam->SetNoise( 12.0f );
pBeam->SetEndWidth( 3.0f );
pBeam->SetWidth( 3.0f );
pBeam->LiveForTime( 0.5f ); // Fail-safe
pBeam->SetFrameRate( 25.0f );
pBeam->SetFrame( random->RandomInt( 0, 2 ) );
}
}
}
DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle );
UTIL_Remove( this );
#if 0
// Tell the bots an HE grenade has exploded
CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
if ( pPlayer )
{
KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
pEvent->SetInt( "userid", pPlayer->GetUserID() );
gameeventmanager->FireEventServerOnly( pEvent );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::DetonateThink( void )
{
if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_EMP_LEADIN )
{
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
CPASAttenuationFilter filter( soundPosition );
EmitSound( filter, entindex(), "Weapon_Grenade_Emp.LeadIn" );
m_bPlayedLeadIn = true;
}
BaseClass::DetonateThink();
}
#endif