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-rw-r--r--game/server/hl2/grenade_homer.cpp696
1 files changed, 696 insertions, 0 deletions
diff --git a/game/server/hl2/grenade_homer.cpp b/game/server/hl2/grenade_homer.cpp
new file mode 100644
index 0000000..c024b07
--- /dev/null
+++ b/game/server/hl2/grenade_homer.cpp
@@ -0,0 +1,696 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Grenade used by the city scanner
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "grenade_homer.h"
+#include "weapon_ar2.h"
+#include "soundent.h"
+#include "decals.h"
+#include "shake.h"
+#include "smoke_trail.h"
+#include "ar2_explosion.h"
+#include "mathlib/mathlib.h"
+#include "game.h"
+#include "ndebugoverlay.h"
+#include "hl2_shareddefs.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "movevars_shared.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define HOMER_TRAIL0_LIFE 0.1
+#define HOMER_TRAIL1_LIFE 0.2
+#define HOMER_TRAIL2_LIFE 3.0// 1.0
+
+extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
+
+ConVar sk_dmg_homer_grenade( "sk_dmg_homer_grenade","0" );
+ConVar sk_homer_grenade_radius( "sk_homer_grenade_radius","0" );
+
+BEGIN_DATADESC( CGrenadeHomer )
+
+ DEFINE_ARRAY( m_hRocketTrail, FIELD_EHANDLE, 3 ),
+ DEFINE_FIELD( m_sFlySound, FIELD_STRING),
+ DEFINE_FIELD( m_flNextFlySoundTime, FIELD_TIME),
+
+ DEFINE_FIELD( m_flHomingStrength, FIELD_FLOAT),
+ DEFINE_FIELD( m_flHomingDelay, FIELD_FLOAT),
+ DEFINE_FIELD( m_flHomingRampUp, FIELD_FLOAT),
+ DEFINE_FIELD( m_flHomingDuration, FIELD_FLOAT),
+ DEFINE_FIELD( m_flHomingRampDown, FIELD_FLOAT),
+ DEFINE_FIELD( m_flHomingSpeed, FIELD_FLOAT),
+ DEFINE_FIELD( m_flSpinMagnitude, FIELD_FLOAT),
+ DEFINE_FIELD( m_flSpinSpeed, FIELD_FLOAT),
+ DEFINE_FIELD( m_nRocketTrailType, FIELD_INTEGER),
+
+// DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER),
+
+ DEFINE_FIELD( m_flHomingLaunchTime, FIELD_TIME),
+ DEFINE_FIELD( m_flHomingStartTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flHomingEndTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flSpinOffset, FIELD_FLOAT),
+
+ DEFINE_FIELD( m_hTarget, FIELD_EHANDLE),
+
+ // Function pointers
+ DEFINE_THINKFUNC( AimThink ),
+ DEFINE_ENTITYFUNC( GrenadeHomerTouch ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( grenade_homer, CGrenadeHomer );
+
+
+///------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+CGrenadeHomer* CGrenadeHomer::CreateGrenadeHomer( string_t sModelName, string_t sFlySound, const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner )
+{
+ CGrenadeHomer *pGrenade = (CGrenadeHomer*)CreateEntityByName( "grenade_homer" );
+ if ( !pGrenade )
+ {
+ Warning( "NULL Ent in Create!\n" );
+ return NULL;
+ }
+
+ if ( pGrenade->edict() )
+ {
+ pGrenade->m_sFlySound = sFlySound;
+ pGrenade->SetOwnerEntity( Instance( pentOwner ) );
+ pGrenade->SetLocalOrigin( vecOrigin );
+ pGrenade->SetLocalAngles( vecAngles );
+ pGrenade->SetModel( STRING(sModelName) );
+ }
+ return pGrenade;
+}
+
+
+void CGrenadeHomer::Precache( void )
+{
+ m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
+
+ PrecacheScriptSound( "GrenadeHomer.StopSounds" );
+ if ( NULL_STRING != m_sFlySound )
+ {
+ PrecacheScriptSound( STRING(m_sFlySound) );
+ }
+
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::Spawn( void )
+{
+ Precache( );
+
+ SetSolid( SOLID_BBOX );
+ SetMoveType( MOVETYPE_FLY );
+
+ UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
+
+ m_flDamage = sk_dmg_homer_grenade.GetFloat();
+ m_DmgRadius = sk_homer_grenade_radius.GetFloat();
+ m_takedamage = DAMAGE_YES;
+ m_iHealth = 1;
+
+ SetGravity( 1.0 );
+ SetFriction( 0.8 );
+ SetSequence( 1 );
+
+ m_flHomingStrength = 0;
+ m_flHomingDelay = 0;
+ m_flHomingDuration = 0;
+
+ SetCollisionGroup( HL2COLLISION_GROUP_HOMING_MISSILE );
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::SetSpin(float flSpinMagnitude, float flSpinSpeed)
+{
+ m_flSpinMagnitude = flSpinMagnitude;
+ m_flSpinSpeed = flSpinSpeed;
+ m_flSpinOffset = random->RandomInt(-m_flSpinSpeed,m_flSpinSpeed);
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::SetHoming(float flStrength, float flDelay, float flRampUp, float flDuration, float flRampDown)
+{
+ m_flHomingStrength = flStrength;
+ m_flHomingDelay = flDelay;
+ m_flHomingRampUp = flRampUp;
+ m_flHomingDuration = flDuration;
+ m_flHomingRampDown = flRampDown;
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::StartRocketTrail(void)
+{
+ RocketTrail *pRocketTrail = RocketTrail::CreateRocketTrail();
+ if(pRocketTrail)
+ {
+ pRocketTrail->m_SpawnRate = 80;
+ pRocketTrail->m_ParticleLifetime = 2;
+ if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
+ {
+ pRocketTrail->m_StartColor.Init(0.5, 0.0, 0.5);
+ }
+ else
+ {
+ pRocketTrail->m_StartColor.Init(0.75, 0.75, 0.75);
+ }
+ pRocketTrail->m_Opacity = 0.35f;
+ pRocketTrail->m_EndColor.Init(0.4,0.4,0.4);
+ pRocketTrail->m_StartSize = 8;
+ pRocketTrail->m_EndSize = 16;
+ pRocketTrail->m_SpawnRadius = 3;
+ pRocketTrail->m_MinSpeed = 2;
+ pRocketTrail->m_MaxSpeed = 10;
+ pRocketTrail->SetLifetime(120);
+ pRocketTrail->FollowEntity(this);
+
+ m_hRocketTrail[0] = pRocketTrail;
+ }
+ /*
+ pRocketTrail = RocketTrail::CreateRocketTrail();
+ if(pRocketTrail)
+ {
+ pRocketTrail->m_SpawnRate = 100;
+ pRocketTrail->m_ParticleLifetime = HOMER_TRAIL1_LIFE;
+ if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
+ {
+ pRocketTrail->m_StartColor.Init(0.0, 0.0, 0.5);
+ }
+ else
+ {
+ pRocketTrail->m_StartColor.Init(0.5, 0.5, 0.0);
+ }
+ pRocketTrail->m_EndColor.Init(0.5,0.5,0.5);
+ pRocketTrail->m_StartSize = 3;
+ pRocketTrail->m_EndSize = 6;
+ pRocketTrail->m_SpawnRadius = 1;
+ pRocketTrail->m_MinSpeed = 15;
+ pRocketTrail->m_MaxSpeed = 25;
+ pRocketTrail->SetLifetime(120);
+ pRocketTrail->FollowEntity(this);
+
+ m_hRocketTrail[1] = pRocketTrail;
+ }
+ pRocketTrail = RocketTrail::CreateRocketTrail();
+ if(pRocketTrail)
+ {
+ pRocketTrail->m_SpawnRate = 50;
+ pRocketTrail->m_ParticleLifetime = HOMER_TRAIL2_LIFE;
+ if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
+ {
+ pRocketTrail->m_StartColor.Init(0.1, 0.0, 0.1);
+ }
+ else
+ {
+ pRocketTrail->m_StartColor.Init(0.1, 0.1, 0.1);
+ }
+ pRocketTrail->m_EndColor.Init(0.5,0.5,0.5);
+ pRocketTrail->m_StartSize = 8;
+ pRocketTrail->m_EndSize = 20;
+ pRocketTrail->m_SpawnRadius = 1;
+ pRocketTrail->m_MinSpeed = 15;
+ pRocketTrail->m_MaxSpeed = 25;
+ pRocketTrail->SetLifetime(120);
+ pRocketTrail->FollowEntity(this);
+
+ m_hRocketTrail[2] = pRocketTrail;
+ }
+ */
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::UpdateRocketTrail(float fScale)
+{
+ if (m_hRocketTrail[0] == NULL)
+ {
+ StartRocketTrail();
+ }
+
+ if (m_hRocketTrail[0])
+ {
+ m_hRocketTrail[0]->m_ParticleLifetime = fScale*HOMER_TRAIL0_LIFE;
+ }
+ if (m_hRocketTrail[1])
+ {
+ m_hRocketTrail[1]->m_ParticleLifetime = fScale*HOMER_TRAIL1_LIFE;
+ }
+
+ if (m_hRocketTrail[2])
+ {
+ m_hRocketTrail[2]->m_ParticleLifetime = fScale*HOMER_TRAIL2_LIFE;
+ }
+}
+
+void CGrenadeHomer::StopRocketTrail()
+{
+ // Stop emitting smoke
+ for (int i=0;i<3;i++)
+ {
+ if(m_hRocketTrail[i])
+ {
+ m_hRocketTrail[i]->SetEmit(false);
+ UTIL_Remove( m_hRocketTrail[i] );
+ m_hRocketTrail[i] = NULL;
+ }
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::Launch( CBaseEntity* pOwner,
+ CBaseEntity* pTarget,
+ const Vector& vInitVelocity,
+ float flHomingSpeed,
+ float flGravity,
+ int nRocketTrailType)
+{
+ SetOwnerEntity( pOwner );
+ m_hTarget = pTarget;
+ SetAbsVelocity( vInitVelocity );
+ m_flHomingSpeed = flHomingSpeed;
+ SetGravity( flGravity );
+ m_nRocketTrailType = nRocketTrailType;
+
+ // ----------------------------
+ // Initialize homing parameters
+ // ----------------------------
+ m_flHomingLaunchTime = gpGlobals->curtime;
+
+ // -------------
+ // Smoke trail.
+ // -------------
+ if ( (m_nRocketTrailType == HOMER_SMOKE_TRAIL_ON) || (m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN) )
+ {
+ StartRocketTrail();
+ }
+
+ SetUse( &CGrenadeHomer::DetonateUse );
+ SetTouch( &CGrenadeHomer::GrenadeHomerTouch );
+ SetThink( &CGrenadeHomer::AimThink );
+ AimThink();
+ SetNextThink( gpGlobals->curtime );
+
+ // Issue danger!
+ if ( pTarget )
+ {
+ // Figure out how long it'll take for me to reach the target.
+ float flDist = ( pTarget->WorldSpaceCenter() - WorldSpaceCenter() ).Length();
+ float flTime = MAX( 0.5, flDist / GetAbsVelocity().Length() );
+
+ CSoundEnt::InsertSound ( SOUND_DANGER, m_hTarget->GetAbsOrigin(), 300, flTime, pOwner );
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::Event_Killed( const CTakeDamageInfo &info )
+{
+ Detonate( );
+}
+
+void CGrenadeHomer::GrenadeHomerTouch( CBaseEntity *pOther )
+{
+ Assert( pOther );
+
+ // Don't take damage from other homing grenades so can shoot in vollies
+ if (FClassnameIs( pOther, "grenade_homer") || !pOther->IsSolid() )
+ {
+ return;
+ }
+
+ // ----------------------------------
+ // If I hit the sky, don't explode
+ // ----------------------------------
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID_BRUSHONLY,
+ this, COLLISION_GROUP_NONE, &tr);
+
+ if (tr.surface.flags & SURF_SKY)
+ {
+ StopRocketTrail();
+ UTIL_Remove( this );
+ }
+ else
+ {
+ Detonate();
+ }
+}
+
+void CGrenadeHomer::Detonate(void)
+{
+ StopRocketTrail();
+
+ StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
+
+ m_takedamage = DAMAGE_NO;
+
+ CPASFilter filter( GetAbsOrigin() );
+
+ te->Explosion( filter, 0.0,
+ &GetAbsOrigin(),
+ g_sModelIndexFireball,
+ 2.0,
+ 15,
+ TE_EXPLFLAG_NONE,
+ m_DmgRadius,
+ m_flDamage );
+
+// int magnitude = 1.0;
+// int colorRamp = random->RandomInt( 128, 255 );
+
+
+ if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
+ {
+ // Add a shockring
+ CBroadcastRecipientFilter filter3;
+ te->BeamRingPoint( filter3, 0,
+ GetAbsOrigin(), //origin
+ 16, //start radius
+ 1000, //end radius
+ m_spriteTexture, //texture
+ 0, //halo index
+ 0, //start frame
+ 2, //framerate
+ 0.3f, //life
+ 128, //width
+ 16, //spread
+ 0, //amplitude
+ 100, //r
+ 0, //g
+ 200, //b
+ 50, //a
+ 128 //speed
+ );
+
+
+ // Add a shockring
+ CBroadcastRecipientFilter filter4;
+ te->BeamRingPoint( filter4, 0,
+ GetAbsOrigin(), //origin
+ 16, //start radius
+ 500, //end radius
+ m_spriteTexture, //texture
+ 0, //halo index
+ 0, //start frame
+ 2, //framerate
+ 0.3f, //life
+ 128, //width
+ 16, //spread
+ 0, //amplitude
+ 200, //r
+ 0, //g
+ 100, //b
+ 50, //a
+ 128 //speed
+ );
+
+
+
+ }
+
+
+ Vector vecForward = GetAbsVelocity();
+ VectorNormalize(vecForward);
+ trace_t tr;
+ UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
+
+ UTIL_DecalTrace( &tr, "Scorch" );
+
+ UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
+
+ RadiusDamage ( CTakeDamageInfo( this, GetOwnerEntity(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
+ CPASAttenuationFilter filter2( this, "GrenadeHomer.StopSounds" );
+ EmitSound( filter2, entindex(), "GrenadeHomer.StopSounds" );
+ UTIL_Remove( this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CGrenadeHomer::PlayFlySound(void)
+{
+ if (gpGlobals->curtime > m_flNextFlySoundTime)
+ {
+ CPASAttenuationFilter filter( this, 0.8 );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_BODY;
+ ep.m_pSoundName = STRING(m_sFlySound);
+ ep.m_flVolume = 1.0f;
+ ep.m_SoundLevel = SNDLVL_NORM;
+ ep.m_nPitch = 100;
+
+ EmitSound( filter, entindex(), ep );
+
+ m_flNextFlySoundTime = gpGlobals->curtime + 1.0;
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Move toward targetmap
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CGrenadeHomer::AimThink( void )
+{
+ // Blow up the missile if we have an explicit detonate time that
+ // has been reached
+ if (m_flDetonateTime != 0 &&
+ gpGlobals->curtime > m_flDetonateTime)
+ {
+ Detonate();
+ return;
+ }
+
+ PlayFlySound();
+
+ Vector vTargetPos = vec3_origin;
+ Vector vTargetDir;
+ float flCurHomingStrength = 0;
+
+ // ------------------------------------------------
+ // If I'm homing
+ // ------------------------------------------------
+ if (m_hTarget != NULL)
+ {
+ vTargetPos = m_hTarget->EyePosition();
+ vTargetDir = vTargetPos - GetAbsOrigin();
+ VectorNormalize(vTargetDir);
+
+ // --------------------------------------------------
+ // If my target is far away do some primitive
+ // obstacle avoidance
+ // --------------------------------------------------
+ if ((vTargetPos - GetAbsOrigin()).Length() > 200)
+ {
+ Vector vTravelDir = GetAbsVelocity();
+ VectorNormalize(vTravelDir);
+ vTravelDir *= 50;
+
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vTravelDir, MASK_SHOT, m_hTarget, COLLISION_GROUP_NONE, &tr );
+ if (tr.fraction != 1.0)
+ {
+ // Head off in normal
+ float dotPr = DotProduct(vTravelDir,tr.plane.normal);
+ Vector vBounce = -dotPr * tr.plane.normal;
+ vBounce.z = 0;
+ VectorNormalize(vBounce);
+ vTargetDir += vBounce;
+ VectorNormalize(vTargetDir);
+ // DEBUG TOOL
+ //NDebugOverlay::Line(GetOrigin(), GetOrigin()+vTravelDir, 255,0,0, true, 20);
+ //NDebugOverlay::Line(GetOrigin(), GetOrigin()+(12*tr.plane.normal), 0,0,255, true, 20);
+ //NDebugOverlay::Line(GetOrigin(), GetOrigin()+(vTargetDir), 0,255,0, true, 20);
+ }
+ }
+
+ float flTargetSpeed = GetAbsVelocity().Length();
+ float flHomingRampUpStartTime = m_flHomingLaunchTime + m_flHomingDelay;
+ float flHomingSustainStartTime = flHomingRampUpStartTime + m_flHomingRampUp;
+ float flHomingRampDownStartTime = flHomingSustainStartTime + m_flHomingDuration;
+ float flHomingEndHomingTime = flHomingRampDownStartTime + m_flHomingRampDown;
+ // ---------
+ // Delay
+ // ---------
+ if (gpGlobals->curtime < flHomingRampUpStartTime)
+ {
+ flCurHomingStrength = 0;
+ flTargetSpeed = 0;
+ }
+ // ----------
+ // Ramp Up
+ // ----------
+ else if (gpGlobals->curtime < flHomingSustainStartTime)
+ {
+ float flAge = gpGlobals->curtime - flHomingRampUpStartTime;
+ flCurHomingStrength = m_flHomingStrength * (flAge/m_flHomingRampUp);
+ flTargetSpeed = flCurHomingStrength * m_flHomingSpeed;
+ }
+ // ----------
+ // Sustain
+ // ----------
+ else if (gpGlobals->curtime < flHomingRampDownStartTime)
+ {
+ flCurHomingStrength = m_flHomingStrength;
+ flTargetSpeed = m_flHomingSpeed;
+ }
+ // -----------
+ // Ramp Down
+ // -----------
+ else if (gpGlobals->curtime < flHomingEndHomingTime)
+ {
+ float flAge = gpGlobals->curtime - flHomingRampDownStartTime;
+ flCurHomingStrength = m_flHomingStrength * (1-(flAge/m_flHomingRampDown));
+ flTargetSpeed = m_flHomingSpeed;
+ }
+ // ---------------
+ // Set Homing
+ // ---------------
+ if (flCurHomingStrength > 0)
+ {
+ // -------------
+ // Smoke trail.
+ // -------------
+ if (m_nRocketTrailType == HOMER_SMOKE_TRAIL_ON_HOMING)
+ {
+ UpdateRocketTrail(flCurHomingStrength);
+ }
+
+ // Extract speed and direction
+ Vector vCurDir = GetAbsVelocity();
+ float flCurSpeed = VectorNormalize(vCurDir);
+ flTargetSpeed = MAX(flTargetSpeed, flCurSpeed);
+
+ // Add in homing direction
+ Vector vecNewVelocity = GetAbsVelocity();
+ float flTimeToUse = gpGlobals->frametime;
+ while (flTimeToUse > 0)
+ {
+ vecNewVelocity = (flCurHomingStrength * vTargetDir) + ((1 - flCurHomingStrength) * vCurDir);
+ flTimeToUse = -0.1;
+ }
+ VectorNormalize(vecNewVelocity);
+ vecNewVelocity *= flTargetSpeed;
+ SetAbsVelocity( vecNewVelocity );
+ }
+ }
+
+ // ----------------------------------------------------------------------------------------
+ // Add time-coherent noise to the current velocity
+ // ----------------------------------------------------------------------------------------
+ Vector vecImpulse( 0, 0, 0 );
+ if (m_flSpinMagnitude > 0)
+ {
+ vecImpulse.x += m_flSpinMagnitude*sin(m_flSpinSpeed * gpGlobals->curtime + m_flSpinOffset);
+ vecImpulse.y += m_flSpinMagnitude*cos(m_flSpinSpeed * gpGlobals->curtime + m_flSpinOffset);
+ vecImpulse.z -= m_flSpinMagnitude*cos(m_flSpinSpeed * gpGlobals->curtime + m_flSpinOffset);
+ }
+
+ // Add in gravity
+ vecImpulse.z -= GetGravity() * GetCurrentGravity() * gpGlobals->frametime;
+ ApplyAbsVelocityImpulse( vecImpulse );
+
+ QAngle angles;
+ VectorAngles( GetAbsVelocity(), angles );
+ SetLocalAngles( angles );
+
+#if 0 // BUBBLE
+ if( gpGlobals->curtime > m_flNextWarnTime )
+ {
+ // Make a bubble of warning sound in front of me.
+ const float WARN_INTERVAL = 0.25f;
+ float flSpeed = GetAbsVelocity().Length();
+ Vector vecWarnLocation;
+
+ // warn a little bit ahead of us, please.
+ vecWarnLocation = GetAbsOrigin() + GetAbsVelocity() * 0.75;
+
+ // Make a bubble of warning ahead of the missile.
+ CSoundEnt::InsertSound ( SOUND_DANGER, vecWarnLocation, flSpeed * WARN_INTERVAL, 0.5 );
+
+#if 0
+ Vector vecRight, vecForward;
+
+ AngleVectors( GetAbsAngles(), &vecForward, &vecRight, NULL );
+
+ NDebugOverlay::Line( vecWarnLocation, vecWarnLocation + vecForward * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
+ NDebugOverlay::Line( vecWarnLocation, vecWarnLocation - vecForward * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
+
+ NDebugOverlay::Line( vecWarnLocation, vecWarnLocation + vecRight * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
+ NDebugOverlay::Line( vecWarnLocation, vecWarnLocation - vecRight * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
+#endif
+ m_flNextWarnTime = gpGlobals->curtime + WARN_INTERVAL;
+ }
+#endif // BUBBLE
+
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+int CGrenadeHomer::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ // Don't take damage from other homing grenades so can shoot in vollies
+ if (FClassnameIs( info.GetInflictor(), "grenade_homer"))
+ {
+ return 0;
+ }
+ return BaseClass::OnTakeDamage( info );
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+CGrenadeHomer::CGrenadeHomer(void)
+{
+ for (int i=0;i<3;i++)
+ {
+ m_hRocketTrail[i] = NULL;
+ }
+}