//========= 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( 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