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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
602 lines
17 KiB
C++
602 lines
17 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== generic grenade.cpp ========================================================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "decals.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHServerVariables.h"
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#include "mod/AvHMarineWeaponConstants.h"
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#include "mod/AvHBalance.h"
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#include "mod/AvHGamerules.h"
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#include "util/MathUtil.h"
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#include "common/vec_op.h"
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//===================grenade
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LINK_ENTITY_TO_CLASS( grenade, CGrenade );
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// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
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#define SF_DETONATE 0x0001
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//
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// Grenade Explode
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//
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void CGrenade::Explode( Vector vecSrc, Vector vecAim )
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{
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TraceResult tr;
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UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr);
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Explode( &tr, NS_DMG_BLAST);
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}
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
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void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
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{
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float flRndSound;// sound randomizer
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pev->model = iStringNull;//invisible
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pev->solid = SOLID_NOT;// intangible
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float theDamageModifier;
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int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier);
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int theDamage = this->pev->dmg*theDamageModifier;
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pev->takedamage = DAMAGE_NO;
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// TODO: Look at upgrade and mark up damage
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// Pull out of the wall a bit
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if ( pTrace->flFraction != 1.0 )
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{
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Vector theCollisionPoint = pTrace->vecEndPos;
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Vector theDesiredPoint = theCollisionPoint + (pTrace->vecPlaneNormal * (theDamage - 24) * 0.6);
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UTIL_TraceLine(theCollisionPoint,theDesiredPoint,ignore_monsters,ENT(pev),pTrace);
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if(pTrace->flFraction != 1.0) //hit a ceiling of some sort
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{
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//go halfway between floor and ceiling
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theDesiredPoint = theCollisionPoint + (pTrace->vecEndPos - theCollisionPoint) * 0.5;
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}
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pev->origin = theDesiredPoint;
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}
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int iContents = UTIL_PointContents ( pev->origin );
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
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WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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if (iContents != CONTENTS_WATER)
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{
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WRITE_SHORT( g_sModelIndexFireball );
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}
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else
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{
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WRITE_SHORT( g_sModelIndexWExplosion );
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}
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WRITE_BYTE( (theDamage - 50) * .60 ); // scale * 10
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WRITE_BYTE( 15 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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MESSAGE_END();
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
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entvars_t *pevOwner;
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if ( pev->owner )
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pevOwner = VARS( pev->owner );
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else
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pevOwner = NULL;
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// pev->owner = NULL; // can't traceline attack owner if this is set
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// Current radius = 2.5*140 = 350
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float theRadius = BALANCE_IVAR(kGrenadeRadius);
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::RadiusDamage(this->pev->origin, this->pev, pevOwner, theDamage, theRadius, CLASS_NONE, bitsDamageType);
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// Play view shake here
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float theShakeAmplitude = 80;
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float theShakeFrequency = 100;
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float theShakeDuration = 1.0f;
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float theShakeRadius = 700;
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UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
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if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
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{
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UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
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}
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else
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{
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UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
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}
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flRndSound = RANDOM_FLOAT( 0 , 1 );
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
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}
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pev->effects |= EF_NODRAW;
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SetThink( &CGrenade::Smoke );
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pev->velocity = g_vecZero;
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pev->nextthink = gpGlobals->time + 0.3;
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if (iContents != CONTENTS_WATER)
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{
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int sparkCount = RANDOM_LONG(0,3);
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for ( int i = 0; i < sparkCount; i++ )
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Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
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}
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}
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void CGrenade::Smoke( void )
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{
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if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
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{
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UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 );
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}
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else
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{
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float theDamageModifier;
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int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier);
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int theDamage = this->pev->dmg*theDamageModifier;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_SMOKE );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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WRITE_SHORT( g_sModelIndexSmoke );
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WRITE_BYTE( (theDamage - 50) * 0.80 ); // scale * 10
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WRITE_BYTE( 12 ); // framerate
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MESSAGE_END();
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}
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UTIL_Remove( this );
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}
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void CGrenade::Killed( entvars_t *pevAttacker, int iGib )
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{
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Detonate( );
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}
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// Timed grenade, this think is called when time runs out.
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void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SetThink( &CGrenade::Detonate );
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pev->nextthink = gpGlobals->time;
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}
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void CGrenade::PreDetonate( void )
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{
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, 400, 0.3 );
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SetThink( &CGrenade::Detonate );
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pev->nextthink = gpGlobals->time + 1;
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}
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void CGrenade::Detonate( void )
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{
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TraceResult tr;
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Vector vecSpot;// trace starts here!
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if(CVAR_GET_FLOAT(kvBulletCam))
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{
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SET_VIEW(this->pev->owner, this->pev->owner);
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}
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
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Explode( &tr, NS_DMG_BLAST);
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}
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//
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// Contact grenade, explode when it touches something
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//
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void CGrenade::ExplosiveBounceTouch( CBaseEntity *pOther )
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{
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if(pOther)
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{
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bool theCanHurtEntity = GetGameRules()->CanEntityDoDamageTo(this, pOther);
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if(theCanHurtEntity)
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{
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// If we hit an enemy, explode
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ExplodeTouch(pOther);
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}
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// Otherwise, bounce
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else
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{
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BounceTouch(pOther);
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}
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}
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}
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//
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// Contact grenade, explode when it touches something
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//
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void CGrenade::ExplodeTouch( CBaseEntity *pOther )
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{
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TraceResult tr;
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Vector vecSpot;// trace starts here!
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pev->enemy = pOther->edict();
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vecSpot = pev->origin - pev->velocity.Normalize() * 32;
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UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr );
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Explode( &tr, NS_DMG_BLAST);
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}
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void CGrenade::DangerSoundThink( void )
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{
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 );
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pev->nextthink = gpGlobals->time + 0.2;
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if (pev->waterlevel != 0)
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{
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pev->velocity = pev->velocity * 0.5;
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}
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}
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void CGrenade::BounceTouch( CBaseEntity *pOther )
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{
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// don't hit the guy that launched this grenade
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if ( pOther->edict() == pev->owner )
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return;
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// Grenades to tend to get "stuck" on sloped surfaces due to the HL physics
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// system, so move it away from whatever we're colliding with.
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// Get the surface normal.
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Vector theVelocityDirection;
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VectorCopy(pev->velocity, theVelocityDirection);
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VectorNormalize(theVelocityDirection);
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Vector theTraceStart;
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Vector theTraceEnd;
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VectorMA(pev->origin, -10, theVelocityDirection, theTraceStart);
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VectorMA(pev->origin, 10, theVelocityDirection, theTraceEnd);
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TraceResult tr;
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UTIL_TraceLine(theTraceStart, theTraceEnd, dont_ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
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if (tr.flFraction < 1) // Should always be the case.
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{
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VectorMA(pev->origin, 2, tr.vecPlaneNormal, pev->origin);
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UTIL_SetOrigin(pev, pev->origin);
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}
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
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{
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entvars_t *pevOwner = VARS( pev->owner );
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if (pevOwner)
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{
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TraceResult tr = UTIL_GetGlobalTrace( );
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ClearMultiDamage( );
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pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, NS_DMG_BLAST);
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ApplyMultiDamage( pev, pevOwner);
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}
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m_flNextAttack = gpGlobals->time + 1.0; // debounce
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}
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Vector vecTestVelocity;
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// pev->avelocity = Vector (300, 300, 300);
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float theDamageModifier;
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int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(this->pev->iuser3, this->pev->iuser4, &theDamageModifier);
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int theDamage = this->pev->dmg*theDamageModifier;
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// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// trimming the Z velocity a bit seems to help quite a bit.
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vecTestVelocity = pev->velocity;
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vecTestVelocity.z *= 0.45;
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if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
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{
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//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );
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// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
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// go ahead and emit the danger sound.
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// register a radius louder than the explosion, so we make sure everyone gets out of the way
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, theDamage / 0.4, 0.3 );
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m_fRegisteredSound = TRUE;
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}
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if (pev->flags & FL_ONGROUND)
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{
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// add a bit of static friction
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pev->velocity = pev->velocity * 0.8;
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pev->sequence = 0;//RANDOM_LONG( 1, 1 );
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}
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else
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{
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// play bounce sound
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BounceSound();
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}
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pev->framerate = pev->velocity.Length() / 200.0;
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if (pev->framerate > 1.0)
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pev->framerate = 1;
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else if (pev->framerate < 0.5)
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pev->framerate = 0;
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pev->velocity = pev->velocity * 0.8;
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}
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void CGrenade::SlideTouch( CBaseEntity *pOther )
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{
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// don't hit the guy that launched this grenade
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if ( pOther->edict() == pev->owner )
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return;
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// pev->avelocity = Vector (300, 300, 300);
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if (pev->flags & FL_ONGROUND)
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{
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// add a bit of static friction
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pev->velocity = pev->velocity * 0.95;
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if (pev->velocity.x != 0 || pev->velocity.y != 0)
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{
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// maintain sliding sound
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}
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}
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else
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{
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BounceSound();
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}
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}
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void CGrenade :: BounceSound( void )
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{
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// Play different sounds for contact or timed grenade
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if(this->m_pfnTouch == static_cast <void (CBaseEntity::*)(CBaseEntity *)>(&CGrenade::ExplosiveBounceTouch))
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{
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, kGrenadeBounceSound1, 0.25, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, kGrenadeBounceSound2, 0.25, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, kGrenadeBounceSound3, 0.25, ATTN_NORM); break;
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}
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}
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else
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, kGRHitSound, 0.5, ATTN_NORM);
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}
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}
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void CGrenade :: TumbleThink( void )
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{
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->dmgtime - 1 < gpGlobals->time)
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{
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
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}
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if (pev->dmgtime <= gpGlobals->time)
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{
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SetThink( &CGrenade::Detonate );
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}
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if (pev->waterlevel != 0)
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{
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pev->velocity = pev->velocity * 0.5;
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pev->framerate = 0.2;
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}
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}
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void CGrenade:: Spawn( void )
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{
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pev->movetype = MOVETYPE_BOUNCE;
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pev->classname = MAKE_STRING( "grenade" );
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/grenade.mdl");
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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m_fRegisteredSound = FALSE;
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}
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CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
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{
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
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pGrenade->Spawn();
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// contact grenades arc lower
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pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it.
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UTIL_SetOrigin( pGrenade->pev, vecStart );
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pGrenade->pev->velocity = vecVelocity;
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pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity);
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pGrenade->pev->owner = ENT(pevOwner);
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// make monsters afaid of it while in the air
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pGrenade->SetThink( &CGrenade::DangerSoundThink );
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pGrenade->pev->nextthink = gpGlobals->time;
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// Tumble in air
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pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
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// Explode on contact
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pGrenade->SetTouch( &CGrenade::ExplodeTouch );
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pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
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return pGrenade;
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}
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CGrenade* CGrenade::ShootExplosiveTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
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{
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CGrenade *pGrenade = CGrenade::ShootTimed(pevOwner, vecStart, vecVelocity, time);
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pGrenade->SetTouch(&CGrenade::ExplosiveBounceTouch);
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return pGrenade;
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}
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CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
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{
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
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pGrenade->Spawn();
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UTIL_SetOrigin( pGrenade->pev, vecStart );
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pGrenade->pev->velocity = vecVelocity;
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
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pGrenade->pev->owner = ENT(pevOwner);
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pGrenade->SetTouch( &CGrenade::BounceTouch ); // Bounce if touched
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if(CVAR_GET_FLOAT(kvBulletCam))
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{
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SET_VIEW(ENT(pevOwner), ENT(pGrenade->pev));
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}
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that
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// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
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pGrenade->pev->dmgtime = gpGlobals->time + time;
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pGrenade->SetThink( &CGrenade::TumbleThink );
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pGrenade->pev->nextthink = gpGlobals->time + 0.1;
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if (time < 0.1)
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{
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pGrenade->pev->nextthink = gpGlobals->time;
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pGrenade->pev->velocity = Vector( 0, 0, 0 );
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}
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pGrenade->pev->sequence = 0;//RANDOM_LONG( 3, 6 );
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pGrenade->pev->framerate = 1.0;
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// Tumble through the air
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pGrenade->pev->avelocity.x = RANDOM_LONG(-800, -300);
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// Also explode on contact
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//pGrenade->SetTouch( ExplodeTouch );
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pGrenade->pev->gravity = 0.5;
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pGrenade->pev->friction = 0.8;
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SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
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return pGrenade;
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}
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CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
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{
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
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pGrenade->pev->movetype = MOVETYPE_BOUNCE;
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pGrenade->pev->classname = MAKE_STRING( "grenade" );
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pGrenade->pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model
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UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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pGrenade->pev->dmg = 200;
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UTIL_SetOrigin( pGrenade->pev, vecStart );
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pGrenade->pev->velocity = vecVelocity;
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pGrenade->pev->angles = g_vecZero;
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pGrenade->pev->owner = ENT(pevOwner);
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// Detonate in "time" seconds
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pGrenade->SetThink( &CGrenade::SUB_DoNothing );
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pGrenade->SetUse( &CGrenade::DetonateUse );
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pGrenade->SetTouch( &CGrenade::SlideTouch );
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pGrenade->pev->spawnflags = SF_DETONATE;
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pGrenade->pev->friction = 0.9;
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return pGrenade;
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}
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void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code )
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{
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edict_t *pentFind;
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edict_t *pentOwner;
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if ( !pevOwner )
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return;
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CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner );
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pentOwner = pOwner->edict();
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pentFind = FIND_ENTITY_BY_CLASSNAME( NULL, "grenade" );
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while ( !FNullEnt( pentFind ) )
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{
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CBaseEntity *pEnt = Instance( pentFind );
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if ( pEnt )
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{
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if ( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner )
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{
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if ( code == SATCHEL_DETONATE )
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pEnt->Use( pOwner, pOwner, USE_ON, 0 );
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else // SATCHEL_RELEASE
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pEnt->pev->owner = NULL;
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}
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}
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pentFind = FIND_ENTITY_BY_CLASSNAME( pentFind, "grenade" );
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}
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}
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//======================end grenade
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