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path: root/game/server/tf2/tf_obj_explosives.cpp
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-rw-r--r--game/server/tf2/tf_obj_explosives.cpp119
1 files changed, 119 insertions, 0 deletions
diff --git a/game/server/tf2/tf_obj_explosives.cpp b/game/server/tf2/tf_obj_explosives.cpp
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+++ b/game/server/tf2/tf_obj_explosives.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Upgrade that explodes when it's object dies, injuring nearby enemies
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "tf_player.h"
+#include "tf_team.h"
+#include "tf_gamerules.h"
+#include "tf_obj.h"
+#include "ndebugoverlay.h"
+#include "tf_obj_baseupgrade_shared.h"
+#include "hierarchy.h"
+
+// ------------------------------------------------------------------------ //
+// Explosives defines
+#define EXPLOSIVE_MINS Vector(-10, -10, 0)
+#define EXPLOSIVE_MAXS Vector( 10, 10, 10)
+#define EXPLOSIVE_MODEL "models/objects/obj_explosives.mdl"
+
+// ------------------------------------------------------------------------ //
+// Explosives upgrade
+// ------------------------------------------------------------------------ //
+class CObjectExplosives : public CBaseObjectUpgrade
+{
+ DECLARE_CLASS( CObjectExplosives, CBaseObjectUpgrade );
+public:
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+
+ CObjectExplosives();
+
+ virtual void Spawn();
+ virtual void Precache();
+ virtual void Killed( void );
+
+ // Explosivo
+ void ExplodeThink( void );
+};
+
+BEGIN_DATADESC( CObjectExplosives )
+
+ DEFINE_THINKFUNC( ExplodeThink ),
+
+END_DATADESC()
+
+IMPLEMENT_SERVERCLASS_ST(CObjectExplosives, DT_ObjectExplosives)
+END_SEND_TABLE();
+
+LINK_ENTITY_TO_CLASS(obj_explosives, CObjectExplosives);
+PRECACHE_REGISTER(obj_explosives);
+
+ConVar obj_explosives_health( "obj_explosives_health","1", FCVAR_NONE, "Explosives health" );
+ConVar obj_explosives_damage( "obj_explosives_damage","100", FCVAR_NONE, "Explosives damage" );
+ConVar obj_explosives_radius( "obj_explosives_radius","256", FCVAR_NONE, "Explosives damage" );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CObjectExplosives::CObjectExplosives()
+{
+ UseClientSideAnimation();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CObjectExplosives::Spawn()
+{
+ Precache();
+ SetModel( EXPLOSIVE_MODEL );
+ SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
+
+ UTIL_SetSize(this, EXPLOSIVE_MINS, EXPLOSIVE_MAXS);
+ m_takedamage = DAMAGE_YES;
+ m_iHealth = obj_explosives_health.GetInt();
+
+ SetType( OBJ_EXPLOSIVES );
+ m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER | OF_DONT_AUTO_REPAIR | OF_MUST_BE_BUILT_ON_ATTACHMENT;
+
+ BaseClass::Spawn();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CObjectExplosives::Precache()
+{
+ PrecacheModel( EXPLOSIVE_MODEL );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Explosivo!
+//-----------------------------------------------------------------------------
+void CObjectExplosives::Killed( void )
+{
+ // Tell 'em I'm dying now
+ m_bDying = true;
+
+ // Remove myself from the entity I was built on so it can die
+ DetachObjectFromObject();
+
+ // Delay the explosion & death so that it's not blocked by the entity we were built on
+ SetThink( ExplodeThink );
+ SetNextThink( gpGlobals->curtime + 0.3 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CObjectExplosives::ExplodeThink( void )
+{
+ // Do radius damage
+ RadiusDamage( CTakeDamageInfo( this, GetBuilder(), obj_explosives_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), obj_explosives_radius.GetFloat(), CLASS_NONE, NULL );
+
+ // Kill myself
+ BaseClass::Killed();
+} \ No newline at end of file