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