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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_THROWABLE_H
#define TF_WEAPON_THROWABLE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weapon_jar.h"
#include "tf_shareddefs.h"
#include "tf_weaponbase_gun.h"
#ifdef CLIENT_DLL
#define CTFThrowable C_TFThrowable
#define CTFThrowablePrimary C_TFThrowablePrimary
#define CTFThrowableSecondary C_TFThrowableSecondary
#define CTFThrowableMelee C_TFThrowableMelee
#define CTFThrowableUtility C_TFThrowableUtility
#define CTFProjectile_Throwable C_TFProjectile_Throwable
#define CTFProjectile_ThrowableRepel C_TFProjectile_ThrowableRepel
#define CTFProjectile_ThrowableBrick C_TFProjectile_ThrowableBrick
#define CTFProjectile_ThrowableBreadMonster C_TFProjectile_ThrowableBreadMonster
#define CTFProjectile_BreadMonster_Jarate C_TFProjectile_BreadMonster_Jarate
#ifdef STAGING_ONLY
#define CTFProjectile_ThrowableTargetDummy C_TFProjectile_ThrowableTargetDummy
#define CTFProjectile_ConcGrenade C_TFProjectile_ConcGrenade
#define CTFProjectile_TeleportGrenade C_TFProjectile_TeleportGrenade
#define CTFProjectile_GravityGrenade C_TFProjectile_GravityGrenade
#define CTFProjectile_ThrowingKnife C_TFProjectile_ThrowingKnife
#define CTFProjectile_SmokeGrenade C_TFProjectile_SmokeGrenade
#endif // STAGING_ONLY
#endif
class CTFProjectile_Throwable;
// *************************************************************************************************************************
class CTFThrowable : public CTFJar, public ITFChargeUpWeapon
{
public:
DECLARE_CLASS( CTFThrowable, CTFJar );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFThrowable();
virtual void Precache();
virtual void PrimaryAttack( void );
virtual void ItemPostFrame( void );
virtual CBaseEntity *FireJar( CTFPlayer *pPlayer ) OVERRIDE;
virtual int GetWeaponID( void ) const { return TF_WEAPON_THROWABLE; }
virtual const char* GetEffectLabelText( void ) { return "#TF_Throwable"; }
virtual bool ShowHudElement( void ) { return true; }
virtual const char* ModifyEventParticles( const char* token ) { return NULL; }
virtual float InternalGetEffectBarRechargeTime( void );
virtual float GetDetonationTime( void );
// ITFChargeUpWeapon
virtual bool CanCharge( void );
virtual float GetChargeBeginTime( void );
virtual float GetChargeMaxTime( void ); // Same as Det time
#ifdef GAME_DLL
//virtual bool ShouldSpeakWhenFiring( void ) { return false; }
//virtual const AngularImpulse GetAngularImpulse( void ){ return AngularImpulse( 300, 0, 0 ); }
//virtual Vector GetVelocityVector( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp );
virtual void TossJarThink( void );
virtual CTFProjectile_Throwable *FireProjectileInternal( void );
#endif
CNetworkVar( float, m_flChargeBeginTime );
};
// *************************************************************************************************************************
class CTFThrowablePrimary : public CTFThrowable
{
public:
DECLARE_CLASS( CTFThrowablePrimary, CTFThrowable );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
};
class CTFThrowableSecondary : public CTFThrowable
{
public:
DECLARE_CLASS( CTFThrowableSecondary, CTFThrowable );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
};
class CTFThrowableMelee : public CTFThrowable
{
public:
DECLARE_CLASS( CTFThrowableMelee, CTFThrowable );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
};
class CTFThrowableUtility : public CTFThrowable
{
public:
DECLARE_CLASS( CTFThrowableUtility, CTFThrowable );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
};
// *************************************************************************************************************************
class CTFProjectile_Throwable : public CTFProjectile_Jar
{
public:
DECLARE_CLASS( CTFProjectile_Throwable, CTFProjectile_Jar );
DECLARE_NETWORKCLASS();
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_THROWABLE; }
virtual float GetModelScale() const { return 1.0f; }
virtual int GetCustomDamageType() const OVERRIDE{ return TF_DMG_CUSTOM_THROWABLE; }
virtual bool IsDeflectable() OVERRIDE { return true; }
virtual bool ExplodesOnHit() { return true; }
virtual void SetCustomPipebombModel() { return; }
virtual float GetShakeAmplitude() { return 0.0; }
virtual float GetProjectileSpeed() { return 1000.0f; }
virtual float GetProjectileMaxSpeed() { return 2500.0f; }
virtual const char *GetThrowSoundEffect() const { return NULL; }
#ifdef GAME_DLL
CTFProjectile_Throwable();
virtual void Spawn( void )
{
SetModelScale( GetModelScale() );
BaseClass::Spawn();
}
virtual void InitThrowable( float flChargePercent ) { m_flChargePercent = flChargePercent; }
virtual int GetProjectileType( void ) const OVERRIDE { return TF_PROJECTILE_THROWABLE; }
virtual void OnHit( CBaseEntity *pOther );
//virtual void Detonate(); // Timer based Explode
virtual void Misfire() { }
virtual void Explode(); // Explode Helper
virtual void Explode( trace_t *pTrace, int bitsDamageType ) OVERRIDE;
virtual void ApplyBlastDamage( CTFPlayer *pThrower, Vector vecOrigin ) { }
virtual bool InitialExplodeEffects( CTFPlayer *pThrower, const trace_t *pTrace ) { return false; }
virtual void ExplodeEffectOnTarget( CTFPlayer *pThrower, CTFPlayer *pTarget, CBaseCombatCharacter *pBaseTarget ) { }
virtual float GetDamage() { return 0.0f; }
virtual float GetDamageRadius() const { return 250.0f; }
virtual const char *GetExplodeEffectParticle() const { return GetTeamNumber() == TF_TEAM_RED ? "" : ""; }
virtual const char *GetExplodeEffectSound() const { return ""; }
virtual const AngularImpulse GetAngularImpulse( void ) { return AngularImpulse( 300, 0, 0 ); }
virtual Vector GetVelocityVector( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, float flCharge );
#endif // GAME_DLL
#ifdef CLIENT_DLL
virtual const char* GetTrailParticleName( void ) { return GetTeamNumber() == TF_TEAM_RED ? "trail_basic_red" : "trail_basic_blue"; }
#endif
protected:
#ifdef GAME_DLL
float m_flChargePercent;
bool m_bHit;
#endif // GAME_DLL
private:
};
// *************************************************************************************************************************
class CTFProjectile_ThrowableRepel : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_ThrowableRepel, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
virtual void SetCustomPipebombModel() { SetModel( "models/weapons/c_models/c_balloon_default.mdl" ); }
virtual bool ExplodesOnHit() { return true; }
#ifdef GAME_DLL
virtual void OnHit( CBaseEntity *pOther );
virtual float GetDamage() { return RemapVal( m_flChargePercent, 0, 1, 20.0f, 50.0f ); }
virtual float GetDamageRadius() const { return 0.0f; }
virtual const char *GetExplodeEffectParticle() const { return "Explosion_bubbles"; }
virtual const char *GetExplodeEffectSound() const { return ""; }
#endif // GAME_DLL
};
// *************************************************************************************************************************
class CTFProjectile_ThrowableBrick : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_ThrowableBrick, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
virtual void SetCustomPipebombModel() { SetModel( "models/weapons/c_models/c_bread/c_bread_plainloaf.mdl" ); }
virtual bool ExplodesOnHit() { return false; }
#ifdef GAME_DLL
virtual void OnHit( CBaseEntity *pOther );
virtual float GetDamage() { return RemapVal( m_flChargePercent, 0, 1, 40.0f, 70.0f ); }
virtual float GetDamageRadius() const { return 0.0f; }
virtual const char *GetExplodeEffectParticle() const { return ""; }
virtual const char *GetExplodeEffectSound() const { return ""; }
#endif // GAME_DLL
};
// *************************************************************************************************************************
class CTFProjectile_ThrowableBreadMonster : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_ThrowableBreadMonster, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
virtual void SetCustomPipebombModel() { SetModel( "models/weapons/c_models/c_breadmonster/c_breadmonster.mdl" ); }
virtual bool ExplodesOnHit() { return true; }
#ifdef GAME_DLL
virtual int GetProjectileType( void ) const OVERRIDE { return TF_PROJECTILE_BREAD_MONSTER; }
virtual void OnHit( CBaseEntity *pOther );
virtual void Detonate(); // Timer based 'Explode' Just Remove
virtual void Explode( trace_t *pTrace, int bitsDamageType );
virtual float GetDamage() { return RemapVal( m_flChargePercent, 0, 1, 40.0f, 85.0f ); }
virtual float GetDamageRadius() const { return 0.0f; }
virtual const char *GetExplodeEffectParticle() const { return "breadjar_impact"; }
virtual const char *GetThrowSoundEffect() const { return "Weapon_bm_throwable.throw"; }
virtual const char *GetExplodeEffectSound() const { return "Weapon_bm_throwable.smash"; }
#endif // GAME_DLL
};
// *************************************************************************************************************************
//class CTFProjectile_BreadMonster_Jarate : public CTFProjectile_Throwable
//{
//public:
// DECLARE_CLASS( CTFProjectile_BreadMonster_Jarate, CTFProjectile_Throwable );
// DECLARE_NETWORKCLASS();
//
// virtual int GetProjectileType( void ) { return TF_PROJECTILE_BREAD_MONSTER; }
// virtual void SetCustomPipebombModel() { SetModel( "models/weapons/c_models/c_breadmonster/c_breadmonster.mdl" ); }
// virtual bool ExplodesOnHit() { return true; }
////
////#ifdef GAME_DLL
// virtual void OnHit( CBaseEntity *pOther );
// virtual void Detonate(); // Timer based 'Explode' Just Remove
// virtual void Explode( trace_t *pTrace, int bitsDamageType );
////
// virtual float GetDamage() { return 0.0f; }
// virtual float GetDamageRadius() const { return 0.0f; }
//
// virtual const char *GetExplodeEffectParticle() const { return "breadjar_impact"; }
// virtual const char *GetThrowSoundEffect() const { return "Weapon_bm_throwable.throw"; }
// virtual const char *GetExplodeEffectSound() const { return "Weapon_bm_throwable.smash"; }
//#endif // GAME_DLL
//};
#ifdef STAGING_ONLY
// *************************************************************************************************************************
class CTFProjectile_ThrowableTargetDummy : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_ThrowableTargetDummy, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
virtual void SetCustomPipebombModel() { SetModel( "models/props_gameplay/small_loaf.mdl" ); }
virtual bool ExplodesOnHit() { return false; }
#ifdef GAME_DLL
virtual int GetProjectileType( void ) const OVERRIDE{ return TF_PROJECTILE_BREAD_MONSTER; }
//virtual void OnHit( CBaseEntity *pOther );
virtual void Detonate() { Explode(); } // Timer based 'Explode' Just Remove
virtual void Explode();
virtual float GetDamage() { return 0.0f; }
virtual float GetDamageRadius() const { return 0.0f; }
virtual const char *GetExplodeEffectParticle() const { return "breadjar_impact"; }
virtual const char *GetThrowSoundEffect() const { return "Weapon_bm_throwable.throw"; }
virtual const char *GetExplodeEffectSound() const { return "Weapon_bm_throwable.smash"; }
#endif // GAME_DLL
};
// *************************************************************************************************************************
class CTFProjectile_ConcGrenade : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_ConcGrenade, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
virtual void SetCustomPipebombModel( void ) OVERRIDE { return; }
virtual float GetShakeAmplitude( void ) OVERRIDE { return 10.f; }
virtual bool ExplodesOnHit() { return false; }
#ifdef GAME_DLL
virtual void Misfire();
virtual void Detonate(); // Timer based Explode
virtual void Explode(); // Explode Helper
virtual float GetDamageRadius( void ) const OVERRIDE { return 200.f; }
virtual const char *GetExplodeEffectParticle( void ) const OVERRIDE { return "mvm_soldier_shockwave"; }
virtual const char *GetExplodeEffectSound(void ) const OVERRIDE { return "Weapon_Grenade_Concussion.Explode"; }
#endif // GAME_DLL
};
// *************************************************************************************************************************
class CTFProjectile_TeleportGrenade : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_TeleportGrenade, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
virtual void Spawn( void ) OVERRIDE;
#endif // GAME_DLL
virtual void SetCustomPipebombModel( void ) OVERRIDE { return; }
virtual float GetShakeAmplitude( void ) OVERRIDE { return 10.f; }
virtual bool ExplodesOnHit() OVERRIDE { return true; }
#ifdef GAME_DLL
virtual void Explode( trace_t *pTrace, int bitsDamageType ) OVERRIDE;
virtual float GetDamageRadius( void ) const OVERRIDE { return 5.f; }
virtual const char *GetExplodeEffectParticle( void ) const OVERRIDE { return "mvm_soldier_shockwave"; }
virtual const char *GetExplodeEffectSound(void ) const OVERRIDE { return "Weapon_Grenade_Teleport.Explode"; }
void RecordPosThink( void );
#endif // GAME_DLL
private:
#ifdef GAME_DLL
CUtlVector< Vector > m_vecTrailingPos;
#endif
};
// *************************************************************************************************************************
class CTFProjectile_GravityGrenade : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_GravityGrenade, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
virtual void Spawn( void ) OVERRIDE;
#endif // GAME_DLL
virtual void SetCustomPipebombModel( void ) OVERRIDE { return; }
virtual float GetShakeAmplitude( void ) OVERRIDE { return 10.f; }
virtual bool ExplodesOnHit() OVERRIDE { return false; }
#ifdef GAME_DLL
virtual void OnHitWorld( void ) OVERRIDE;
virtual float GetDamageRadius( void ) const OVERRIDE { return 200.f; }
virtual const char *GetExplodeEffectParticle( void ) const OVERRIDE { return "mvm_soldier_shockwave"; }
virtual const char *GetExplodeEffectSound(void ) const OVERRIDE { return "Weapon_Grenade_Concussion.Explode"; }
private:
void TrapThink( void );
void PulseTrap( void );
void PulseEffects( void );
float m_flStartTime;
float m_flNextPulseEffectTime;
bool m_bHitWorld;
#endif // GAME_DLL
};
// *************************************************************************************************************************
class CTFProjectile_ThrowingKnife : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_ThrowingKnife, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
#ifdef STAGING_ONLY
virtual void SetCustomPipebombModel() { SetModel( "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" ); }
#else
virtual void SetCustomPipebombModel() { SetModel( "models/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" ); }
#endif
virtual bool ExplodesOnHit() { return false; }
virtual float GetProjectileSpeed() { return 800.0f; }
virtual float GetProjectileMaxSpeed() { return 2700.0f; }
#ifdef GAME_DLL
virtual int GetProjectileType( void ) const OVERRIDE { return TF_PROJECTILE_THROWING_KNIFE; }
virtual void OnHit( CBaseEntity *pOther );
virtual void Detonate(); // Timer based 'Explode' Just Remove
virtual const AngularImpulse GetAngularImpulse( void ) { return AngularImpulse( 0, 500, 0 ); }
virtual Vector GetVelocityVector( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, float flCharge );
virtual float GetDamage() { return 10.0f; }
virtual float GetBackHitDamage() { return RemapVal( m_flChargePercent, 0, 1, 35.0f, 60.0f ); } // x3 for crit
virtual float GetDamageRadius() const { return 0.0f; }
virtual const char *GetExplodeEffectParticle() const { return ""; }
virtual const char *GetExplodeEffectSound() const { return ""; }
#endif // GAME_DLL
};
// *************************************************************************************************************************
class CTFProjectile_SmokeGrenade : public CTFProjectile_Throwable
{
public:
DECLARE_CLASS( CTFProjectile_GravityGrenade, CTFProjectile_Throwable );
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
virtual void Spawn( void ) OVERRIDE;
#endif // GAME_DLL
virtual void SetCustomPipebombModel( void ) OVERRIDE { return; }
virtual bool ExplodesOnHit() OVERRIDE { return false; }
#ifdef GAME_DLL
virtual void OnHitWorld( void ) OVERRIDE;
virtual float GetDamageRadius( void ) const OVERRIDE { return 220.f; }
virtual const char *GetExplodeEffectSound(void ) const OVERRIDE { return "Weapon_Grenade_Concussion.Explode"; }
private:
void SmokeThink( void );
float m_flStartTime;
bool m_bHitWorld;
#endif // GAME_DLL
};
#endif // STAGING_ONLY
#endif // TF_WEAPON_THROWABLE_H
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