//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: TF Caltrop Grenade. // //=============================================================================// #include "cbase.h" #include "tf_weaponbase.h" #include "tf_gamerules.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "tf_weapon_grenade_caltrop.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_CALTROP_TIMER 3.0f //Seconds #define GRENADE_CALTROP_RELEASE_COUNT 6 #define GRENADE_CALTROP_DAMAGE 10 //============================================================================= // // TF Caltrop Grenade tables. // IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltrop, DT_TFGrenadeCaltrop ) BEGIN_NETWORK_TABLE( CTFGrenadeCaltrop, DT_TFGrenadeCaltrop ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CTFGrenadeCaltrop ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop, CTFGrenadeCaltrop ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop ); //============================================================================= // // TF Caltrop Grenade functions. // // Server specific. #ifdef GAME_DLL BEGIN_DATADESC( CTFGrenadeCaltrop ) END_DATADESC() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFWeaponBaseGrenadeProj *CTFGrenadeCaltrop::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags ) { // Release several at a time (different directions, angles, speeds, etc.) for ( int i = 0 ; i < GRENADE_CALTROP_RELEASE_COUNT ; i++ ) { Vector velocity( random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(150,200) ); CTFGrenadeCaltropProjectile::Create( vecSrc, vecAngles, velocity, angImpulse, pPlayer, GetTFWpnData(), random->RandomFloat( 10.0f, 15.0f ) ); } return NULL; } #endif //============================================================================= // // TF Caltrop Grenade Projectile functions (Server specific). // LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop_projectile, CTFGrenadeCaltropProjectile ); PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop_projectile ); IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile ) BEGIN_NETWORK_TABLE( CTFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile ) END_NETWORK_TABLE() #ifdef GAME_DLL #define GRENADE_MODEL "models/weapons/w_models/w_grenade_beartrap.mdl" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFGrenadeCaltropProjectile* CTFGrenadeCaltropProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags ) { CTFGrenadeCaltropProjectile *pGrenade = static_cast( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_caltrop_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) ); if ( pGrenade ) { pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); pGrenade->SetTouch( &CTFGrenadeCaltropProjectile::Touch ); } return pGrenade; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeCaltropProjectile::Spawn() { SetModel( GRENADE_MODEL ); BaseClass::Spawn(); // We want to get touch functions called so we can damage enemy players AddSolidFlags( FSOLID_TRIGGER ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeCaltropProjectile::Precache() { PrecacheModel( GRENADE_MODEL ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeCaltropProjectile::BounceSound( void ) { EmitSound( "Weapon_Grenade_Caltrop.Bounce" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeCaltropProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; } // have the caltrop disappear 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 } #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeCaltropProjectile::Touch( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() || !( pOther->GetFlags() & FL_ONGROUND ) || !pOther->IsAlive() ) return; // Don't hurt friendlies if ( GetTeamNumber() == pOther->GetTeamNumber() ) return; // Caltrops need to be on the ground. Check to see if we're still moving. Vector vecVelocity; VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); if ( vecVelocity.LengthSqr() > (1*1) ) return; #ifdef GAME_DLL // Do the leg damage to the player CTakeDamageInfo info( this, GetThrower(), GRENADE_CALTROP_DAMAGE, DMG_LEG_DAMAGE | DMG_PREVENT_PHYSICS_FORCE ); pOther->TakeDamage( info ); // have the caltrop disappear UTIL_Remove( this ); #endif } #ifdef CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeCaltropProjectile::OnDataChanged(DataUpdateType_t updateType) { BaseClass::OnDataChanged(updateType); if ( updateType == DATA_UPDATE_CREATED ) { /* SetSolidFlags( FSOLID_NOT_STANDABLE ); SetSolid( SOLID_BBOX ); SetCollisionBounds( Vector( -2.0f, -2.0f, -2.0f ), Vector( 2.0f, 2.0f, 2.0f ) ); // We want touch calls on the client. // So override the collision group, but make it a trigger SetCollisionGroup( COLLISION_GROUP_NONE ); AddSolidFlags( FSOLID_TRIGGER ); UpdatePartitionListEntry(); CollisionProp()->UpdatePartition(); */ } } #endif