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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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//=============================================================================//
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#include "cbase.h"
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#include "hegrenade_projectile.h"
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#include "soundent.h"
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#include "cs_player.h"
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#include "KeyValues.h"
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#include "weapon_csbase.h"
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#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl"
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LINK_ENTITY_TO_CLASS( hegrenade_projectile, CHEGrenadeProjectile );
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PRECACHE_WEAPON_REGISTER( hegrenade_projectile );
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CHEGrenadeProjectile* CHEGrenadeProjectile::Create(
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const Vector &position,
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const QAngle &angles,
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const Vector &velocity,
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const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner,
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float timer )
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{
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CHEGrenadeProjectile *pGrenade = (CHEGrenadeProjectile*)CBaseEntity::Create( "hegrenade_projectile", position, angles, pOwner );
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// Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER
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// one second before detonation.
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pGrenade->SetDetonateTimerLength( 1.5 );
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pGrenade->SetAbsVelocity( velocity );
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pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity );
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pGrenade->SetThrower( pOwner );
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pGrenade->SetGravity( BaseClass::GetGrenadeGravity() );
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pGrenade->SetFriction( BaseClass::GetGrenadeFriction() );
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pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() );
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pGrenade->m_flDamage = 100;
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pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f;
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pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
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pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
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// make NPCs afaid of it while in the air
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pGrenade->SetThink( &CHEGrenadeProjectile::DangerSoundThink );
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pGrenade->SetNextThink( gpGlobals->curtime );
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pGrenade->m_pWeaponInfo = GetWeaponInfo( WEAPON_HEGRENADE );
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return pGrenade;
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}
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void CHEGrenadeProjectile::Spawn()
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{
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SetModel( GRENADE_MODEL );
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BaseClass::Spawn();
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}
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void CHEGrenadeProjectile::Precache()
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheScriptSound( "HEGrenade.Bounce" );
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BaseClass::Precache();
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}
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void CHEGrenadeProjectile::BounceSound( void )
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{
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EmitSound( "HEGrenade.Bounce" );
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}
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void CHEGrenadeProjectile::Detonate()
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{
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BaseClass::Detonate();
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// tell the bots an HE grenade has exploded
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CCSPlayer *player = ToCSPlayer(GetThrower());
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if ( player )
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{
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IGameEvent * event = gameeventmanager->CreateEvent( "hegrenade_detonate" );
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if ( event )
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{
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event->SetInt( "userid", player->GetUserID() );
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event->SetFloat( "x", GetAbsOrigin().x );
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event->SetFloat( "y", GetAbsOrigin().y );
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event->SetFloat( "z", GetAbsOrigin().z );
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gameeventmanager->FireEvent( event );
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}
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}
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}
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