summaryrefslogtreecommitdiff
path: root/game/shared/tf2/grenade_antipersonnel.cpp
blob: 21ecd9bf0944ae62e8f44a4fdf226934b19094f9 (plain) (blame)
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
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_basecombatweapon.h"
#include "basegrenade_shared.h"
#include "engine/IEngineSound.h"
#include "tf_shareddefs.h"
#include "IEffects.h"
#include "Sprite.h"
#include "grenade_antipersonnel.h"

// Damage CVars
ConVar	weapon_antipersonnel_grenade_damage( "weapon_antipersonnel_grenade_damage","0", FCVAR_NONE, "Anti-personnel grenade maximum damage" );
ConVar	weapon_antipersonnel_grenade_radius( "weapon_antipersonnel_grenade_radius","0", FCVAR_NONE, "Anti-personnel grenade splash radius" );

#if !defined( CLIENT_DLL )
// Server Only
ConVar weapon_antipersonnel_grenade_force( "weapon_antipersonnel_grenade_force","225.0", FCVAR_NONE, "Grenade explosive force modifier." );
#endif


IMPLEMENT_SERVERCLASS_ST(CGrenadeAntiPersonnel, DT_GrenadeAntiPersonnel)
END_SEND_TABLE()

LINK_ENTITY_TO_CLASS( grenade_antipersonnel, CGrenadeAntiPersonnel );
PRECACHE_WEAPON_REGISTER(grenade_antipersonnel);

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CGrenadeAntiPersonnel::CGrenadeAntiPersonnel()
{
	UseClientSideAnimation();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeAntiPersonnel::Precache( void )
{
	BaseClass::Precache( );

	PrecacheModel( "models/weapons/w_grenade.mdl" );
	PrecacheModel( "sprites/redglow1.vmt" );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeAntiPersonnel::Spawn( void )
{
	Precache();

	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
	SetSolid( SOLID_BBOX );
	SetGravity( 1.0 );
	SetFriction( 0.9 );
	SetElasticity( 2.0f );
	SetModel( "models/weapons/w_grenade.mdl" );
	UTIL_SetSize(this, vec3_origin, vec3_origin);
	SetTouch( BounceTouch );
	SetCollisionGroup( TFCOLLISION_GROUP_GRENADE );

	m_flDetonateTime = gpGlobals->curtime + 3.0;
	SetThink( TumbleThink );
	SetNextThink( gpGlobals->curtime + 0.1f );

	// Set my damages to the cvar values
	SetDamage( weapon_antipersonnel_grenade_damage.GetFloat() );
	SetDamageRadius( weapon_antipersonnel_grenade_radius.GetFloat() );

	// Create a green light
	m_pLiveSprite = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin() + Vector(0,0,1), false );
	m_pLiveSprite->SetTransparency( kRenderGlow, 0, 255, 0, 128, kRenderFxNoDissipation );
	m_pLiveSprite->SetBrightness( 255 );
	m_pLiveSprite->SetScale( 1 );
	m_pLiveSprite->SetAttachment( this, 0 );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeAntiPersonnel::UpdateOnRemove( void )
{
	// Remove our live sprite
	if ( m_pLiveSprite )
	{
		UTIL_Remove( m_pLiveSprite );
		m_pLiveSprite = NULL;
	}

	// Chain at end to mimic destructor unwind order
	BaseClass::UpdateOnRemove();
}

//-----------------------------------------------------------------------------
// Purpose: Allow shield parry's
//-----------------------------------------------------------------------------
void CGrenadeAntiPersonnel::BounceTouch( CBaseEntity *pOther )
{
	// Don't blow up on trigger brushes
	Assert( pOther );
	if ( !pOther->IsSolid() )
		return;

	if ( pOther->GetCollisionGroup() == TFCOLLISION_GROUP_SHIELD )
	{
		// Move away from the shield...
		// Fling it out a little extra along the plane normal
		Vector vecCenter;
		AngleVectors( pOther->GetAbsAngles(), &vecCenter );

		// Bounce off the ground if it's on the ground...
		Vector vecNewVelocity = GetAbsVelocity();
		VectorMultiply( vecCenter, 400.0f, vecNewVelocity );
		if ((GetFlags() & FL_ONGROUND) && vecNewVelocity.z <= 100.0f)
		{
			vecNewVelocity.z = 100.0f;
		}
		SetAbsVelocity( vecNewVelocity );
	}

	// If we're set to explode on contact, and we just hit an enemy, go kaboom
	if ( m_bExplodeOnContact && !InSameTeam(pOther) && pOther->m_takedamage != DAMAGE_NO )
	{
		Detonate();
		return;
	}

	BaseClass::BounceTouch( pOther );
}

//-----------------------------------------------------------------------------
// Purpose: Return the radius for the screenshake
//-----------------------------------------------------------------------------
float CGrenadeAntiPersonnel::GetShakeRadius( void )
{
	return (m_DmgRadius * 2);
}

//-----------------------------------------------------------------------------
// Purpose: Create a missile
//-----------------------------------------------------------------------------
void CGrenadeAntiPersonnel::Detonate( void )
{
	BaseClass::Detonate();

	// iterate on all entities in the vicinity and find vehicles
	CBaseEntity *pEntity = NULL;
	for ( CEntitySphereQuery sphere( GetAbsOrigin(), m_DmgRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
	{
		// Check team.
		if ( pEntity->GetTeam() == GetTeam() )
			continue;

		if ( pEntity->GetServerVehicle() ) 
		{
			IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
			if ( pPhysObject )
			{
				// Rocket the vehicle in the direction of the incoming rocket.
				Vector vecForceDir = pEntity->GetAbsOrigin() - GetAbsOrigin();
				float flDistance = VectorNormalize( vecForceDir );

				if ( flDistance >= 0.0f && flDistance < m_DmgRadius )
				{
					vecForceDir.z = 1.0f;
					VectorNormalize( vecForceDir );
					
					float flForce = pPhysObject->GetMass();
					flForce += ( 4 * 500.0f );				// Wheels
					flForce *= weapon_antipersonnel_grenade_force.GetFloat();
					flForce *= ( 1.0f - ( flDistance / m_DmgRadius ) );
					
					vecForceDir *= flForce;
					
					pPhysObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
				}
			}		
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Create a missile
//-----------------------------------------------------------------------------
CGrenadeAntiPersonnel *CGrenadeAntiPersonnel::Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner )
{
	CGrenadeAntiPersonnel *pGrenade = (CGrenadeAntiPersonnel*)CreateEntityByName("grenade_antipersonnel");

	UTIL_SetOrigin( pGrenade, vecOrigin );
	pGrenade->Spawn();
	pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
	pGrenade->SetOwnerEntity( pOwner );
	pGrenade->SetThrower( pOwner );
	pGrenade->SetAbsVelocity( vecForward );
	QAngle angles;
	VectorAngles( vecForward, angles );
	pGrenade->SetLocalAngles( angles );
	pGrenade->SetLocalAngularVelocity( RandomAngle(-500,500) );

	return pGrenade;
}