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74 lines
1.9 KiB
C++
74 lines
1.9 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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#include "cbase.h"
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#include "basegrenade_shared.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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class CBaseGrenadeTimed : public CBaseGrenade
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{
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public:
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DECLARE_CLASS( CBaseGrenadeTimed, CBaseGrenade );
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void Spawn( void );
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void Precache( void );
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};
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LINK_ENTITY_TO_CLASS( npc_handgrenade, CBaseGrenadeTimed );
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void CBaseGrenadeTimed::Spawn( void )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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SetModel( "models/Weapons/w_grenade.mdl" );
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UTIL_SetSize(this, Vector( -4, -4, -4), Vector(4, 4, 4));
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QAngle angles;
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Vector vel = GetAbsVelocity();
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VectorAngles( vel, angles );
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SetLocalAngles( angles );
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SetTouch( &CBaseGrenadeTimed::BounceTouch ); // Bounce if touched
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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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SetThink( &CBaseGrenadeTimed::TumbleThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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// if the delay is < 0.1 seconds, don't fly anywhere
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if ((m_flDetonateTime - gpGlobals->curtime) < 0.1)
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{
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SetNextThink( gpGlobals->curtime );
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SetAbsVelocity( vec3_origin );
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}
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// Tumble through the air
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// pGrenade->m_vecAngVelocity.x = -400;
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SetGravity(1.0); // Don't change or throw calculations will be off!
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SetFriction(0.8);
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m_flDamage = 100; // ????
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m_takedamage = DAMAGE_NO;
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}
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void CBaseGrenadeTimed::Precache( void )
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{
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BaseClass::Precache( );
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PrecacheModel("models/weapons/w_grenade.mdl");
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}
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