1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Generic Bomb
//
//=============================================================================
#include "cbase.h"
#include "tf_generic_bomb.h"
#include "takedamageinfo.h"
#include "tf_shareddefs.h"
#include "props_shared.h"
#ifdef GAME_DLL
#include "te_effect_dispatch.h"
#include "tf_fx.h"
#include "tf_projectile_base.h"
#include "basegrenade_shared.h"
#include "tf_gamerules.h"
#include "tf_weaponbase_rocket.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( tf_generic_bomb, CTFGenericBomb );
IMPLEMENT_NETWORKCLASS_ALIASED( TFGenericBomb, DT_TFGenericBomb )
BEGIN_NETWORK_TABLE( CTFGenericBomb, DT_TFGenericBomb )
END_NETWORK_TABLE()
IMPLEMENT_AUTO_LIST( ITFGenericBomb );
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGenericBomb )
// Keyfields
DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "damage" ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
DEFINE_KEYFIELD( m_nHealth, FIELD_INTEGER, "health" ),
DEFINE_KEYFIELD( m_strExplodeParticleName, FIELD_STRING, "explode_particle" ),
DEFINE_KEYFIELD( m_strExplodeSoundName, FIELD_STRING, "sound" ),
DEFINE_KEYFIELD( m_eWhoToDamage, FIELD_INTEGER, "friendlyfire" ),
// Output
DEFINE_OUTPUT( m_OnDetonate, "OnDetonate" ),
// Input
DEFINE_INPUTFUNC( FIELD_VOID, "Detonate", Detonate ),
END_DATADESC()
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGenericBomb::CTFGenericBomb()
{
m_bDead = false;
m_bPrecached = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGenericBomb::Precache()
{
BaseClass::Precache();
// always allow late precaching
bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
int iModel = PrecacheModel( STRING( GetModelName() ) );
PrecacheGibsForModel( iModel );
PrecacheModel( STRING( GetModelName() ) );
if ( STRING( m_strExplodeParticleName ) && STRING( m_strExplodeParticleName )[0] )
{
PrecacheParticleSystem( STRING( m_strExplodeParticleName ) );
}
if ( STRING( m_strExplodeSoundName ) && STRING( m_strExplodeSoundName )[0] )
{
PrecacheScriptSound( STRING( m_strExplodeSoundName ) );
}
CBaseEntity::SetAllowPrecache( bAllowPrecache );
m_bPrecached = true;
}
//-----------------------------------------------------------------------------
void CTFGenericBomb::Spawn()
{
if ( !m_bPrecached )
{
Precache();
}
#ifdef GAME_DLL
SetModel( STRING( GetModelName() ) );
#endif
SetMoveType( MOVETYPE_VPHYSICS );
SetSolid( SOLID_VPHYSICS );
SetHealth( m_nHealth );
BaseClass::Spawn();
m_takedamage = DAMAGE_YES;
m_bDead = false;
SetTouch( &CTFGenericBombShim::Touch );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGenericBomb::GenericTouch( CBaseEntity *pOther )
{
if ( !pOther )
return;
#ifdef GAME_DLL
if ( pOther->GetFlags() & FL_GRENADE )
{
// Only let my team destroy
CBaseEntity *pAttacker = NULL;
CBaseGrenade *pGrenade = dynamic_cast<CBaseGrenade*>(pOther);
if ( pGrenade )
{
pAttacker = pGrenade->GetThrower();
// Do a proper explosion
Vector velDir = pGrenade->GetAbsVelocity();
VectorNormalize( velDir );
Vector vecSpot = pGrenade->GetAbsOrigin() - velDir * 32;
trace_t tr;
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
// Boom
pGrenade->Explode( &tr, DMG_BLAST );
}
else
{
CTFBaseRocket *pRocket = dynamic_cast<CTFBaseRocket*>(pOther);
if ( pRocket )
{
Vector velDir = pRocket->GetAbsVelocity();
VectorNormalize( velDir );
Vector vecSpot = pRocket->GetAbsOrigin() - velDir * 32;
trace_t tr;
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
pRocket->Explode( &tr, this );
}
}
if ( !pAttacker )
{
CTFBaseProjectile *pProj = dynamic_cast<CTFBaseProjectile*>(pOther);
if ( pProj )
{
pAttacker = pProj->GetScorer();
}
}
TakeDamage( CTakeDamageInfo( pOther, pAttacker, 10.f, DMG_CRUSH ) );
}
#endif
}
//-----------------------------------------------------------------------------
#ifdef GAME_DLL
void CTFGenericBomb::Detonate( inputdata_t& inputdata )
{
CTakeDamageInfo info;
Event_Killed( info );
}
//-----------------------------------------------------------------------------
void CTFGenericBomb::Event_Killed( const CTakeDamageInfo &info )
{
if ( m_bDead )
return;
m_bDead = true;
trace_t tr;
Vector vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );
UTIL_TraceLine( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
// Explosion effect and gibs.
Vector vecOrigin = GetAbsOrigin();
QAngle vecAngles = GetAbsAngles();
int iAttachment = LookupAttachment( "alt-origin" );
if ( iAttachment > 0 )
{
GetAttachment( iAttachment, vecOrigin, vecAngles );
}
CPVSFilter pvsFilter( vecOrigin );
if ( STRING( m_strExplodeParticleName ) && STRING( m_strExplodeParticleName )[0] )
{
TE_TFParticleEffect( pvsFilter, 0.0f, STRING( m_strExplodeParticleName ), vecOrigin, vecAngles );
}
if ( STRING( m_strExplodeSoundName ) && STRING( m_strExplodeSoundName )[0] )
{
EmitSound( STRING( m_strExplodeSoundName ) );
}
// Get the owner out of the attacker in case of arrows hitting the bomb.
CBaseEntity* pAttacker = info.GetAttacker();
if ( pAttacker && pAttacker->GetOwnerEntity() )
{
pAttacker = pAttacker->GetOwnerEntity();
}
// Deal damage.
SetSolid( SOLID_NONE );
if ( pAttacker )
{
ChangeTeam( pAttacker->GetTeamNumber() );
}
CTakeDamageInfo damage_info( this, pAttacker, NULL, m_flDamage, DMG_BLAST | DMG_HALF_FALLOFF | DMG_NOCLOSEDISTANCEMOD );
damage_info.SetDamageCustom( TF_DMG_CUSTOM_NONE );
damage_info.SetForceFriendlyFire( m_eWhoToDamage == DAMAGE_EVERYONE );
if ( TFGameRules() )
{
CTFRadiusDamageInfo radiusinfo( &damage_info, vecOrigin, m_flRadius, this );
TFGameRules()->RadiusDamage( radiusinfo );
}
// Don't decal players with scorch.
if ( tr.m_pEnt && !tr.m_pEnt->IsPlayer() )
{
UTIL_DecalTrace( &tr, "Scorch" );
}
// Spawns gibs on the client
UserMessageBegin( pvsFilter, "BreakModel" );
WRITE_SHORT( GetModelIndex() );
WRITE_VEC3COORD( vecOrigin );
WRITE_ANGLES( vecAngles );
WRITE_SHORT( m_nSkin );
MessageEnd();
m_OnDetonate.FireOutput( this, this );
BaseClass::Event_Killed( info );
}
#endif
|