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82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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/*
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===== grenade_base.cpp ========================================================
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Base Handling for all the player's grenades
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*/
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#include "cbase.h"
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#include "grenadethrown.h"
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#include "ammodef.h"
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#include "vstdlib/random.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Precaches a grenade and ensures clients know of it's "ammo"
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void UTIL_PrecacheOtherGrenade( const char *szClassname )
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{
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CBaseEntity *pEntity = CreateEntityByName( szClassname );
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if ( !pEntity )
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{
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Msg( "NULL Ent in UTIL_PrecacheOtherGrenade\n" );
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return;
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}
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CThrownGrenade *pGrenade = dynamic_cast<CThrownGrenade *>( pEntity );
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if (pGrenade)
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{
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pGrenade->Precache( );
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}
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UTIL_Remove( pEntity );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Setup basic values for Thrown grens
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//-----------------------------------------------------------------------------
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void CThrownGrenade::Spawn( void )
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{
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// point sized, solid, bouncing
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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UTIL_SetSize(this, vec3_origin, vec3_origin);
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// Movement
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SetGravity( UTIL_ScaleForGravity( 648 ) );
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SetFriction(0.6);
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QAngle angles;
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VectorAngles( GetAbsVelocity(), angles );
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SetLocalAngles( angles );
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QAngle vecAngVel( random->RandomFloat ( -100, -500 ), 0, 0 );
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SetLocalAngularVelocity( vecAngVel );
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SetTouch( &CThrownGrenade::BounceTouch );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Throw the grenade.
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// Input : vecOrigin - Starting position
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// vecVelocity - Starting velocity
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// flExplodeTime - Time at which to detonate
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//-----------------------------------------------------------------------------
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void CThrownGrenade::Thrown( Vector vecOrigin, Vector vecVelocity, float flExplodeTime )
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{
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// Throw
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SetLocalOrigin( vecOrigin );
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SetAbsVelocity( vecVelocity );
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// Explode in 3 seconds
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SetThink( &CThrownGrenade::Detonate );
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SetNextThink( gpGlobals->curtime + flExplodeTime );
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}
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