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https://github.com/nillerusr/source-engine.git
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119 lines
3.8 KiB
C++
119 lines
3.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Upgrade that explodes when it's object dies, injuring nearby enemies
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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 "tf_player.h"
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#include "tf_team.h"
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#include "tf_gamerules.h"
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#include "tf_obj.h"
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#include "ndebugoverlay.h"
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#include "tf_obj_baseupgrade_shared.h"
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#include "hierarchy.h"
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// ------------------------------------------------------------------------ //
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// Explosives defines
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#define EXPLOSIVE_MINS Vector(-10, -10, 0)
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#define EXPLOSIVE_MAXS Vector( 10, 10, 10)
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#define EXPLOSIVE_MODEL "models/objects/obj_explosives.mdl"
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// ------------------------------------------------------------------------ //
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// Explosives upgrade
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// ------------------------------------------------------------------------ //
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class CObjectExplosives : public CBaseObjectUpgrade
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{
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DECLARE_CLASS( CObjectExplosives, CBaseObjectUpgrade );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CObjectExplosives();
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virtual void Spawn();
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virtual void Precache();
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virtual void Killed( void );
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// Explosivo
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void ExplodeThink( void );
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};
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BEGIN_DATADESC( CObjectExplosives )
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DEFINE_THINKFUNC( ExplodeThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CObjectExplosives, DT_ObjectExplosives)
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS(obj_explosives, CObjectExplosives);
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PRECACHE_REGISTER(obj_explosives);
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ConVar obj_explosives_health( "obj_explosives_health","1", FCVAR_NONE, "Explosives health" );
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ConVar obj_explosives_damage( "obj_explosives_damage","100", FCVAR_NONE, "Explosives damage" );
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ConVar obj_explosives_radius( "obj_explosives_radius","256", FCVAR_NONE, "Explosives damage" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectExplosives::CObjectExplosives()
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{
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectExplosives::Spawn()
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{
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Precache();
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SetModel( EXPLOSIVE_MODEL );
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SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
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UTIL_SetSize(this, EXPLOSIVE_MINS, EXPLOSIVE_MAXS);
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m_takedamage = DAMAGE_YES;
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m_iHealth = obj_explosives_health.GetInt();
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SetType( OBJ_EXPLOSIVES );
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m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER | OF_DONT_AUTO_REPAIR | OF_MUST_BE_BUILT_ON_ATTACHMENT;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectExplosives::Precache()
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{
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PrecacheModel( EXPLOSIVE_MODEL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Explosivo!
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//-----------------------------------------------------------------------------
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void CObjectExplosives::Killed( void )
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{
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// Tell 'em I'm dying now
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m_bDying = true;
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// Remove myself from the entity I was built on so it can die
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DetachObjectFromObject();
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// Delay the explosion & death so that it's not blocked by the entity we were built on
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SetThink( ExplodeThink );
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SetNextThink( gpGlobals->curtime + 0.3 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectExplosives::ExplodeThink( void )
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{
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// Do radius damage
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RadiusDamage( CTakeDamageInfo( this, GetBuilder(), obj_explosives_damage.GetFloat(), DMG_BLAST ), GetAbsOrigin(), obj_explosives_radius.GetFloat(), CLASS_NONE, NULL );
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// Kill myself
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BaseClass::Killed();
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} |