diff options
Diffstat (limited to 'game/shared/tf/tf_weapon_grenade_heal.cpp')
| -rw-r--r-- | game/shared/tf/tf_weapon_grenade_heal.cpp | 216 |
1 files changed, 216 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_grenade_heal.cpp b/game/shared/tf/tf_weapon_grenade_heal.cpp new file mode 100644 index 0000000..7c11bea --- /dev/null +++ b/game/shared/tf/tf_weapon_grenade_heal.cpp @@ -0,0 +1,216 @@ +//========= 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 |