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path: root/game/shared/tf/tf_weapon_grenade_emp.cpp
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-rw-r--r--game/shared/tf/tf_weapon_grenade_emp.cpp231
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diff --git a/game/shared/tf/tf_weapon_grenade_emp.cpp b/game/shared/tf/tf_weapon_grenade_emp.cpp
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+++ b/game/shared/tf/tf_weapon_grenade_emp.cpp
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+//========= 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<CTFGrenadeEmpProjectile*>( 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