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-rw-r--r--game/shared/tf/tf_weapon_grenade_heal.cpp216
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diff --git a/game/shared/tf/tf_weapon_grenade_heal.cpp b/game/shared/tf/tf_weapon_grenade_heal.cpp
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+++ b/game/shared/tf/tf_weapon_grenade_heal.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: TF Heal Grenade.
+//
+//=============================================================================//
+#include "cbase.h"
+#include "tf_weaponbase.h"
+#include "tf_gamerules.h"
+#include "npcevent.h"
+#include "engine/IEngineSound.h"
+#include "tf_weapon_grenade_heal.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"
+#endif
+
+#define GRENADE_HEAL_TIMER 3.0f //Seconds
+#define GRENADE_HEAL_LEADIN 2.0f
+
+//=============================================================================
+//
+// TF Heal Grenade tables.
+//
+
+IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeHeal, DT_TFGrenadeHeal )
+
+BEGIN_NETWORK_TABLE( CTFGrenadeHeal, DT_TFGrenadeHeal )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CTFGrenadeHeal )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal, CTFGrenadeHeal );
+PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal );
+
+//=============================================================================
+//
+// TF Heal Grenade functions.
+//
+
+// Server specific.
+#ifdef GAME_DLL
+
+BEGIN_DATADESC( CTFGrenadeHeal )
+END_DATADESC()
+
+ConVar tf_grenade_heal_amount( "tf_grenade_heal_amount", "100", FCVAR_CHEAT, "Amount healed by the medic heal grenade.\n" );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CTFWeaponBaseGrenadeProj *CTFGrenadeHeal::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
+ AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
+{
+ return CTFGrenadeHealProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
+ pPlayer, GetTFWpnData(), flTime );
+}
+
+//=============================================================================
+//
+// TF Heal Grenade Projectile functions (Server specific).
+//
+
+#define GRENADE_MODEL "models/weapons/w_models/w_grenade_heal.mdl"
+
+LINK_ENTITY_TO_CLASS( tf_weapon_grenade_heal_projectile, CTFGrenadeHealProjectile );
+PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_heal_projectile );
+
+BEGIN_DATADESC( CTFGrenadeHealProjectile )
+ DEFINE_THINKFUNC( DetonateThink ),
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CTFGrenadeHealProjectile* CTFGrenadeHealProjectile::Create( const Vector &position, const QAngle &angles,
+ const Vector &velocity, const AngularImpulse &angVelocity,
+ CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
+{
+ CTFGrenadeHealProjectile *pGrenade = static_cast<CTFGrenadeHealProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_heal_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
+ if ( pGrenade )
+ {
+ pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
+ }
+
+ return pGrenade;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrenadeHealProjectile::Spawn()
+{
+ SetModel( GRENADE_MODEL );
+
+ BaseClass::Spawn();
+
+ m_bPlayedLeadIn = false;
+
+ SetThink( &CTFGrenadeHealProjectile::DetonateThink );
+
+ // Since this code only runs on the server, make sure it shows the tempents it creates.
+ CDisablePredictionFiltering disabler;
+
+ if ( GetTeamNumber() == TF_TEAM_BLUE )
+ {
+ DispatchParticleEffect( "heal_ticker_blue", PATTACH_ABSORIGIN_FOLLOW, this );
+ }
+ else
+ {
+ DispatchParticleEffect( "heal_ticker_red", PATTACH_ABSORIGIN_FOLLOW, this );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrenadeHealProjectile::Precache()
+{
+ PrecacheModel( GRENADE_MODEL );
+ PrecacheScriptSound( "Weapon_Grenade_Heal.LeadIn" );
+ PrecacheScriptSound( "Weapon_Grenade_Heal.Bounce" );
+ PrecacheScriptSound( "Weapon_Grenade_Heal.Explode" );
+ PrecacheParticleSystem( "heal_ticker_blue" );
+ PrecacheParticleSystem( "heal_ticker_red" );
+ PrecacheParticleSystem( "heal_grenade_blue" );
+ PrecacheParticleSystem( "heal_grenade_red" );
+
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrenadeHealProjectile::BounceSound( void )
+{
+ EmitSound( "Weapon_Grenade_Heal.Bounce" );
+}
+
+extern ConVar tf_grenade_show_radius;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrenadeHealProjectile::Detonate()
+{
+ if ( ShouldNotDetonate() )
+ {
+ RemoveGrenade();
+ return;
+ }
+
+ float flRadius = 180;
+ float flHealAmount = tf_grenade_heal_amount.GetFloat();
+
+ if ( tf_grenade_show_radius.GetBool() )
+ {
+ DrawRadius( flRadius );
+ }
+
+ // Heal every friendly player in the radius for 100 health
+
+ CBaseEntity *pEntityList[100];
+ int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, FL_CLIENT );
+ int iEntity;
+ for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
+ {
+ CTFPlayer *pPlayer = ToTFPlayer( pEntityList[iEntity] );
+
+ if ( pPlayer )
+ {
+ pPlayer->TakeHealth( flHealAmount, DMG_GENERIC );
+ }
+ }
+
+ EmitSound( "Weapon_Grenade_Heal.Explode" );
+
+ // Since this code only runs on the server, make sure it shows the tempents it creates.
+ CDisablePredictionFiltering disabler;
+
+ if ( GetTeamNumber() == TF_TEAM_BLUE )
+ {
+ DispatchParticleEffect( "heal_grenade_blue", GetAbsOrigin(), vec3_angle );
+ }
+ else
+ {
+ DispatchParticleEffect( "heal_grenade_red", GetAbsOrigin(), vec3_angle );
+ }
+
+ UTIL_Remove( this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrenadeHealProjectile::DetonateThink( void )
+{
+ if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_HEAL_LEADIN )
+ {
+ Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
+ CPASAttenuationFilter filter( soundPosition );
+
+ EmitSound( filter, entindex(), "Weapon_Grenade_Heal.LeadIn" );
+ m_bPlayedLeadIn = true;
+ }
+
+ BaseClass::DetonateThink();
+}
+
+#endif