summaryrefslogtreecommitdiff
path: root/game/shared/tf/tf_weapon_grenade_caltrop.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf/tf_weapon_grenade_caltrop.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf/tf_weapon_grenade_caltrop.cpp')
-rw-r--r--game/shared/tf/tf_weapon_grenade_caltrop.cpp220
1 files changed, 220 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_grenade_caltrop.cpp b/game/shared/tf/tf_weapon_grenade_caltrop.cpp
new file mode 100644
index 0000000..1b46f69
--- /dev/null
+++ b/game/shared/tf/tf_weapon_grenade_caltrop.cpp
@@ -0,0 +1,220 @@
+//========= 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<CTFGrenadeCaltropProjectile*>( 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 \ No newline at end of file