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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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#include "engine/IEngineSound.h"
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#include "grenade_base_empable.h"
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#include "IEffects.h"
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#if !defined( CLIENT_DLL )
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// Global Savedata
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BEGIN_DATADESC( CBaseEMPableGrenade )
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// Function Pointers
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DEFINE_THINKFUNC( FizzleThink ),
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END_DATADESC()
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseEMPableGrenade, DT_BaseEMPableGrenade )
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BEGIN_NETWORK_TABLE( CBaseEMPableGrenade, DT_BaseEMPableGrenade )
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#if !defined( CLIENT_DLL )
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SendPropFloat( SENDINFO( m_flFizzleDuration ), 10, SPROP_ROUNDDOWN, 0.0, 256.0f ),
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#else
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RecvPropFloat( RECVINFO( m_flFizzleDuration ) ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( base_empable_grenade, CBaseEMPableGrenade );
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BEGIN_PREDICTION_DATA( CBaseEMPableGrenade )
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DEFINE_PRED_FIELD( m_flFizzleDuration, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#define GRENADE_FIZZLE_DURATION 0.5
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEMPableGrenade::CBaseEMPableGrenade( void )
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{
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m_flFizzleDuration = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Apply EMP damage to class
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//-----------------------------------------------------------------------------
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bool CBaseEMPableGrenade::TakeEMPDamage( float duration )
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{
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// If we're fizzling already, ignore extra EMP damage
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if ( m_flFizzleDuration )
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return true;
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// Fizzle away in a couple of seconds
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m_flFizzleDuration = gpGlobals->curtime + MIN( duration, GRENADE_FIZZLE_DURATION );
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SetThink( FizzleThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fizzle out and remove self from the world.
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//-----------------------------------------------------------------------------
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void CBaseEMPableGrenade::FizzleThink( void )
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{
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float flDeltaTime = m_flFizzleDuration - gpGlobals->curtime;
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// Keep fizzling until it's time to go
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if ( flDeltaTime > 0.0f )
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{
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// Emit a fizzle sound
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EmitSound( "BaseEMPableGrenade.Fizzle" );
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// Smoke & Spark
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g_pEffects->Sparks( GetAbsOrigin() );
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UTIL_Smoke( GetAbsOrigin(), random->RandomInt( 4, 7), 10 );
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}
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else
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{
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Remove( );
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return;
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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