2020-08-31 18:50:41 +02:00
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/***
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*
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* Copyright (c) 1996-2002, 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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//===================grenade
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LINK_ENTITY_TO_CLASS( grenade, CGrenade );
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LINK_ENTITY_TO_CLASS( grenade_vog25, CGrenade );
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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, DMG_BLAST );
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}
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extern int gmsgCustomDLight; // buz
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extern int gmsgNewExplode; // lev
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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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float ScaleExplode1 = 1.5f;
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pev->model = iStringNull;//invisible
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pev->solid = SOLID_NOT;// intangible
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pev->takedamage = DAMAGE_NO;
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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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pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
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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 -= 18 );
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if (iContents != CONTENTS_WATER)
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{
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2020-08-31 18:55:47 +02:00
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WRITE_SHORT( g_sModelIndexNull ); // заглушка...
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2020-08-31 18:50:41 +02:00
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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( (pev->dmg - 40) * .10 ); // 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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FireBulletsWater( pev->origin + Vector( 0, 0, 50 ), pev->origin, 0.3, 0.4 );
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if (iContents != CONTENTS_WATER)
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{
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_SPARKS );
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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 -= 5 );
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MESSAGE_END();
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}
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if (iContents != CONTENTS_WATER)
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{
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MESSAGE_BEGIN( MSG_ALL, gmsgNewExplode );
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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_COORD( ScaleExplode1 );
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MESSAGE_END();
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}
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// ALERT(at_console, "%f\n", pev->dmg);
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// buz: make dlight in custom renderer too
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MESSAGE_BEGIN( MSG_PAS, gmsgCustomDLight, pev->origin );
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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 += 10 );
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WRITE_BYTE( 20 ); // radius / 10
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WRITE_BYTE( 5 ); // life * 10
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WRITE_BYTE( 35 ); // decay / 10
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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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RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );
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UTIL_ScreenShake( pev->origin, 16.0f, 180.0f, 0.5f, pev->dmg * 6 );
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CBaseEntity *pEntity = CBaseEntity::Instance( pTrace->pHit );
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if( pEntity && GET_MODEL_PTR( pEntity->edict() ))
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UTIL_StudioDecalTrace( pTrace, "scorch" );
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else UTIL_TraceCustomDecal( pTrace, "scorch", RANDOM_FLOAT( 0.0f, 360.0f ));
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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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SetNextThink( 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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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( (pev->dmg - 50) * 0.30 ); // 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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SetNextThink( 0 );
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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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SetNextThink( 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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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, 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::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, 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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if( FClassnameIs( pev, "grenade_vog25" ))
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pev->angles = UTIL_VecToAngles( pev->velocity );
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 );
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SetNextThink( 0.2 );
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if (pev->waterlevel != 0 && pev->watertype > CONTENTS_FLYFIELD)
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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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// 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, DMG_CLUB );
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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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// 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, pev->dmg / 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 = 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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}
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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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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
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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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SetNextThink( 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 && pev->watertype > CONTENTS_FLYFIELD)
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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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pev->dmg = 100;
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m_fRegisteredSound = FALSE;
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}
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CGrenade *CGrenade :: ShootGeneric( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity, string_t classname )
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{
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
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pGrenade->Spawn();
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pGrenade->pev->classname = classname; // allow save\restore
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UTIL_SetOrigin( pGrenade, 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 = pOwner->edict();
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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->SetNextThink( 0 );
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// Explode on contact
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pGrenade->SetTouch( &CGrenade:: ExplodeTouch );
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return pGrenade;
|
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}
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|
|
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
|
|
|
|
{
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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, 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
|
|
|
|
pGrenade->SetThink(&CGrenade:: DangerSoundThink );
|
|
|
|
pGrenade->SetNextThink( 0 );
|
|
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|
|
// Tumble in air
|
|
|
|
pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
|
|
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|
|
|
|
|
// Explode on contact
|
|
|
|
pGrenade->SetTouch(&CGrenade:: ExplodeTouch );
|
|
|
|
|
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|
|
pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
|
|
|
|
|
|
|
|
return pGrenade;
|
|
|
|
}
|
|
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|
|
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|
|
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, float damage )
|
|
|
|
{
|
|
|
|
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
|
|
|
|
pGrenade->Spawn();
|
|
|
|
UTIL_SetOrigin( pGrenade, vecStart );
|
|
|
|
pGrenade->pev->velocity = vecVelocity;
|
|
|
|
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
|
|
|
|
pGrenade->pev->owner = ENT(pevOwner);
|
|
|
|
|
|
|
|
pGrenade->SetTouch(&CGrenade:: BounceTouch ); // Bounce if touched
|
|
|
|
|
|
|
|
// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
|
|
|
|
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
|
|
|
|
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
|
|
|
|
|
|
|
|
pGrenade->pev->dmgtime = gpGlobals->time + time;
|
|
|
|
pGrenade->SetThink(&CGrenade:: TumbleThink );
|
|
|
|
pGrenade->SetNextThink( 0.1 );
|
|
|
|
|
|
|
|
if( time < 0.1f )
|
|
|
|
{
|
|
|
|
pGrenade->SetNextThink( 0 );
|
|
|
|
pGrenade->pev->velocity = g_vecZero;
|
|
|
|
}
|
|
|
|
|
|
|
|
pGrenade->pev->sequence = 0;
|
|
|
|
pGrenade->pev->framerate = 1.0;
|
|
|
|
|
|
|
|
// Tumble through the air
|
|
|
|
// pGrenade->pev->avelocity.x = -400;
|
|
|
|
|
|
|
|
pGrenade->pev->gravity = 0.5;
|
|
|
|
pGrenade->pev->friction = 0.8;
|
|
|
|
|
|
|
|
// buz
|
|
|
|
pGrenade->pev->angles.y -= 90;
|
|
|
|
pGrenade->pev->avelocity.z = -400;
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
|
|
|
|
pGrenade->pev->dmg = damage;
|
|
|
|
|
|
|
|
return pGrenade;
|
2020-08-31 00:15:53 +02:00
|
|
|
}
|