halflife-photomode/dlls/ggrenade.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== generic grenade.cpp ========================================================
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "soundent.h"
#include "decals.h"
//===================grenade
LINK_ENTITY_TO_CLASS(grenade, CGrenade);
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// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
#define SF_DETONATE 0x0001
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//
// Grenade Explode
//
void CGrenade::Explode(Vector vecSrc, Vector vecAim)
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{
TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -32), ignore_monsters, ENT(pev), &tr);
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Explode(&tr, DMG_BLAST);
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}
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CGrenade::Explode(TraceResult* pTrace, int bitsDamageType)
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{
float flRndSound; // sound randomizer
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pev->model = iStringNull; //invisible
pev->solid = SOLID_NOT; // intangible
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pev->takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if (pTrace->flFraction != 1.0)
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{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * 0.6);
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}
int iContents = UTIL_PointContents(pev->origin);
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD(pev->origin.x); // Send to PAS because of the sound
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
if (iContents != CONTENTS_WATER)
{
WRITE_SHORT(g_sModelIndexFireball);
}
else
{
WRITE_SHORT(g_sModelIndexWExplosion);
}
WRITE_BYTE((pev->dmg - 50) * .60); // scale * 10
WRITE_BYTE(15); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE);
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MESSAGE_END();
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0);
entvars_t* pevOwner;
if (pev->owner)
pevOwner = VARS(pev->owner);
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else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
// Counteract the + 1 in RadiusDamage.
Vector origin = pev->origin;
origin.z -= 1;
RadiusDamage(origin, pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType);
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if (RANDOM_FLOAT(0, 1) < 0.5)
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{
UTIL_DecalTrace(pTrace, DECAL_SCORCH1);
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}
else
{
UTIL_DecalTrace(pTrace, DECAL_SCORCH2);
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}
flRndSound = RANDOM_FLOAT(0, 1);
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switch (RANDOM_LONG(0, 2))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM);
break;
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}
pev->effects |= EF_NODRAW;
SetThink(&CGrenade::Smoke);
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pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.3;
if (iContents != CONTENTS_WATER)
{
int sparkCount = RANDOM_LONG(0, 3);
for (int i = 0; i < sparkCount; i++)
Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL);
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}
}
void CGrenade::Smoke()
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{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
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{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
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}
else
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE((pev->dmg - 50) * 0.80); // scale * 10
WRITE_BYTE(12); // framerate
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MESSAGE_END();
}
UTIL_Remove(this);
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}
void CGrenade::Killed(entvars_t* pevAttacker, int iGib)
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{
Detonate();
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}
// Timed grenade, this think is called when time runs out.
void CGrenade::DetonateUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
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{
SetThink(&CGrenade::Detonate);
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pev->nextthink = gpGlobals->time;
}
void CGrenade::PreDetonate()
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{
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, 400, 0.3);
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SetThink(&CGrenade::Detonate);
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pev->nextthink = gpGlobals->time + 1;
}
void CGrenade::Detonate()
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{
TraceResult tr;
Vector vecSpot; // trace starts here!
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vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
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Explode(&tr, DMG_BLAST);
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}
//
// Contact grenade, explode when it touches something
//
void CGrenade::ExplodeTouch(CBaseEntity* pOther)
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{
TraceResult tr;
Vector vecSpot; // trace starts here!
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pev->enemy = pOther->edict();
vecSpot = pev->origin - pev->velocity.Normalize() * 32;
UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr);
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Explode(&tr, DMG_BLAST);
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}
void CGrenade::DangerSoundThink()
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{
if (!IsInWorld())
{
UTIL_Remove(this);
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return;
}
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2);
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pev->nextthink = gpGlobals->time + 0.2;
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
}
}
void CGrenade::BounceTouch(CBaseEntity* pOther)
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{
// don't hit the guy that launched this grenade
if (pOther->edict() == pev->owner)
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return;
// only do damage if we're moving fairly fast
if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
{
entvars_t* pevOwner = VARS(pev->owner);
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if (pevOwner)
{
TraceResult tr = UTIL_GetGlobalTrace();
ClearMultiDamage();
pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB);
ApplyMultiDamage(pev, pevOwner);
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}
m_flNextAttack = gpGlobals->time + 1.0; // debounce
}
Vector vecTestVelocity;
// pev->avelocity = Vector (300, 300, 300);
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = pev->velocity;
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vecTestVelocity.z *= 0.45;
if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60)
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{
//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );
// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
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// go ahead and emit the danger sound.
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// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3);
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m_fRegisteredSound = true;
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}
if ((pev->flags & FL_ONGROUND) != 0)
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{
// add a bit of static friction
pev->velocity = pev->velocity * 0.8;
pev->sequence = RANDOM_LONG(1, 1);
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ResetSequenceInfo();
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}
else
{
// play bounce sound
BounceSound();
}
pev->framerate = pev->velocity.Length() / 200.0;
if (pev->framerate > 1.0)
pev->framerate = 1;
else if (pev->framerate < 0.5)
{
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pev->framerate = 0;
pev->frame = 0;
}
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}
void CGrenade::SlideTouch(CBaseEntity* pOther)
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{
// don't hit the guy that launched this grenade
if (pOther->edict() == pev->owner)
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return;
// pev->avelocity = Vector (300, 300, 300);
if ((pev->flags & FL_ONGROUND) != 0)
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{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95;
if (pev->velocity.x != 0 || pev->velocity.y != 0)
{
// maintain sliding sound
}
}
else
{
BounceSound();
}
}
void CGrenade::BounceSound()
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{
switch (RANDOM_LONG(0, 2))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM);
break;
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}
}
void CGrenade::TumbleThink()
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{
if (!IsInWorld())
{
UTIL_Remove(this);
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return;
}
StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1);
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}
if (pev->dmgtime <= gpGlobals->time)
{
SetThink(&CGrenade::Detonate);
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}
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
pev->framerate = 0.2;
}
}
void CGrenade::Spawn()
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{
pev->movetype = MOVETYPE_BOUNCE;
pev->classname = MAKE_STRING("grenade");
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pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/grenade.mdl");
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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pev->dmg = 100;
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m_fRegisteredSound = false;
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}
CGrenade* CGrenade::ShootContact(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity)
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{
CGrenade* pGrenade = GetClassPtr((CGrenade*)NULL);
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pGrenade->Spawn();
// contact grenades arc lower
pGrenade->pev->gravity = 0.5; // lower gravity since grenade is aerodynamic and engine doesn't know it.
UTIL_SetOrigin(pGrenade->pev, vecStart);
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pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
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pGrenade->pev->owner = ENT(pevOwner);
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// make monsters afaid of it while in the air
pGrenade->SetThink(&CGrenade::DangerSoundThink);
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pGrenade->pev->nextthink = gpGlobals->time;
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// Tumble in air
pGrenade->pev->avelocity.x = RANDOM_FLOAT(-100, -500);
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// Explode on contact
pGrenade->SetTouch(&CGrenade::ExplodeTouch);
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pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
return pGrenade;
}
CGrenade* CGrenade::ShootTimed(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity, float time)
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{
CGrenade* pGrenade = GetClassPtr((CGrenade*)NULL);
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pGrenade->Spawn();
UTIL_SetOrigin(pGrenade->pev, vecStart);
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pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
pGrenade->SetTouch(&CGrenade::BounceTouch); // Bounce if touched
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
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pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink(&CGrenade::TumbleThink);
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pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if (time < 0.1)
{
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->velocity = Vector(0, 0, 0);
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}
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SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
pGrenade->pev->sequence = RANDOM_LONG(3, 6);
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pGrenade->pev->framerate = 1.0;
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pGrenade->ResetSequenceInfo();
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// Tumble through the air
// pGrenade->pev->avelocity.x = -400;
pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.8;
pGrenade->pev->dmg = 100;
return pGrenade;
}
CGrenade* CGrenade::ShootSatchelCharge(entvars_t* pevOwner, Vector vecStart, Vector vecVelocity)
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{
CGrenade* pGrenade = GetClassPtr((CGrenade*)NULL);
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pGrenade->pev->movetype = MOVETYPE_BOUNCE;
pGrenade->pev->classname = MAKE_STRING("grenade");
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pGrenade->pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model
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UTIL_SetSize(pGrenade->pev, Vector(0, 0, 0), Vector(0, 0, 0));
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pGrenade->pev->dmg = 200;
UTIL_SetOrigin(pGrenade->pev, vecStart);
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pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = g_vecZero;
pGrenade->pev->owner = ENT(pevOwner);
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// Detonate in "time" seconds
pGrenade->SetThink(&CGrenade::SUB_DoNothing);
pGrenade->SetUse(&CGrenade::DetonateUse);
pGrenade->SetTouch(&CGrenade::SlideTouch);
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pGrenade->pev->spawnflags = SF_DETONATE;
pGrenade->pev->friction = 0.9;
return pGrenade;
}
void CGrenade::UseSatchelCharges(entvars_t* pevOwner, SATCHELCODE code)
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{
edict_t* pentFind;
edict_t* pentOwner;
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if (!pevOwner)
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return;
CBaseEntity* pOwner = CBaseEntity::Instance(pevOwner);
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pentOwner = pOwner->edict();
pentFind = FIND_ENTITY_BY_CLASSNAME(NULL, "grenade");
while (!FNullEnt(pentFind))
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{
CBaseEntity* pEnt = Instance(pentFind);
if (pEnt)
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{
if (FBitSet(pEnt->pev->spawnflags, SF_DETONATE) && pEnt->pev->owner == pentOwner)
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{
if (code == SATCHEL_DETONATE)
pEnt->Use(pOwner, pOwner, USE_ON, 0);
else // SATCHEL_RELEASE
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pEnt->pev->owner = NULL;
}
}
pentFind = FIND_ENTITY_BY_CLASSNAME(pentFind, "grenade");
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}
}
//======================end grenade