diff options
Diffstat (limited to 'game/shared/tf/tf_weapon_grenade_emp.cpp')
| -rw-r--r-- | game/shared/tf/tf_weapon_grenade_emp.cpp | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_grenade_emp.cpp b/game/shared/tf/tf_weapon_grenade_emp.cpp new file mode 100644 index 0000000..df09080 --- /dev/null +++ b/game/shared/tf/tf_weapon_grenade_emp.cpp @@ -0,0 +1,231 @@ +//========= 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 |