Beispiel #1
0
CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	pGrenade->pev->movetype = MOVETYPE_BOUNCE;
	pGrenade->pev->classname = MAKE_STRING( "grenade" );
	
	pGrenade->pev->solid = SOLID_BBOX;

	SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl");	// Change this to satchel charge model

	UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0));

	pGrenade->pev->dmg = 200;
	UTIL_SetOrigin( pGrenade->pev, vecStart );
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = g_vecZero;
	pGrenade->pev->owner = ENT(pevOwner);
	
	// Detonate in "time" seconds
	pGrenade->SetThink( &CGrenade::SUB_DoNothing );
	pGrenade->SetUse( &CGrenade::DetonateUse );
	pGrenade->SetTouch( &CGrenade::SlideTouch );
	pGrenade->pev->spawnflags = SF_DETONATE;

	pGrenade->pev->friction = 0.9;

	return pGrenade;
}
Beispiel #2
0
void CHitMarker::Update_GrenadeView( Fvector& pos_actor )
{
	GRENADEMARKS::iterator	it_b = m_GrenadeMarks.begin();
	GRENADEMARKS::iterator	it_e = m_GrenadeMarks.end();

	for ( ; it_b != it_e; ++it_b )
	{
		if ( (*it_b)->removed_grenade ) continue;

		CGrenade* grn = (*it_b)->p_grenade;
		if( grn->IsExploding() )
		{
			(*it_b)->removed_grenade = true;
			continue;
		}

		Fvector pos_grn, dir;
		grn->Center( pos_grn );
		
		dir.sub( pos_grn, pos_actor );
		//dir.sub( pos_actor, pos_grn );
		dir.normalize();

		(*it_b)->Update( dir.getH() );
	}

}
Beispiel #3
0
CGrenade *CGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time)
{
	CGrenade *pGrenade = GetClassPtr((CGrenade *)NULL);
	pGrenade->Spawn();

	UTIL_SetOrigin(pGrenade->pev, vecStart);
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = pevOwner->angles;
	pGrenade->pev->owner = ENT(pevOwner);
	pGrenade->SetTouch(&CGrenade::BounceTouch);
	pGrenade->pev->dmgtime = gpGlobals->time + time;
	pGrenade->SetThink(&CGrenade::TumbleThink);
	pGrenade->pev->nextthink = gpGlobals->time + 0.1;

	if (time < 0.1)
	{
		pGrenade->pev->nextthink = gpGlobals->time;
		pGrenade->pev->velocity = Vector(0, 0, 0);
	}

	pGrenade->pev->sequence = RANDOM_LONG(3, 6);
	pGrenade->pev->framerate = 1;
	pGrenade->m_bJustBlew = true;
	pGrenade->pev->gravity = 0.5;
	pGrenade->pev->friction = 0.8;

	SET_MODEL(ENT(pGrenade->pev), "models/w_flashbang.mdl");
	pGrenade->pev->dmg = 35;
	return pGrenade;
}
Beispiel #4
0
void CGrenade::Throw() 
{
	if (!m_fake_missile || m_thrown)
		return;

	CGrenade					*pGrenade = smart_cast<CGrenade*>(m_fake_missile);
	VERIFY						(pGrenade);
	
	if (pGrenade) {
		pGrenade->set_destroy_time(m_dwDestroyTimeMax);
		//установить ID того кто кинул гранату
		pGrenade->SetInitiator( H_Parent()->ID() );
	}
	inherited::Throw			();
	m_fake_missile->processing_activate();//@sliph
	m_thrown = true;
	
	// Real Wolf.Start.18.12.14
	auto parent = smart_cast<CGameObject*>(H_Parent());
	auto obj	= smart_cast<CGameObject*>(m_fake_missile);
	if (parent && obj)
	{
		parent->callback(GameObject::eOnThrowGrenade)(obj->lua_game_object());
	}
	// Real Wolf.End.18.12.14
}
Beispiel #5
0
CGrenade* CGrenade::ShootExplosiveTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int inDamageType)
{
	CGrenade *pGrenade = CGrenade::ShootTimed(pevOwner, vecStart, vecVelocity, time);
	pGrenade->SetDamageType(inDamageType);
	pGrenade->SetTouch(&CGrenade::ExplosiveBounceTouch);
	return pGrenade;
}
Beispiel #6
0
CGrenade *CGrenade::ShootSmokeGrenade(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent)
{
	CGrenade *pGrenade = GetClassPtr((CGrenade *)NULL);
	pGrenade->Spawn();

	UTIL_SetOrigin(pGrenade->pev, vecStart);
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = pevOwner->angles;
	pGrenade->pev->owner = ENT(pevOwner);
	pGrenade->m_usEvent = usEvent;
	pGrenade->m_bLightSmoke = false;
	pGrenade->m_bDetonated = false;
	pGrenade->SetTouch(&CGrenade::BounceTouch);
	pGrenade->pev->dmgtime = gpGlobals->time + time;
	pGrenade->SetThink(&CGrenade::SG_TumbleThink);
	pGrenade->pev->nextthink = gpGlobals->time + 0.1;

	if (time < 0.1)
	{
		pGrenade->pev->nextthink = gpGlobals->time;
		pGrenade->pev->velocity = Vector(0, 0, 0);
	}

	pGrenade->pev->sequence = RANDOM_LONG(3, 6);
	pGrenade->pev->framerate = 1;
	pGrenade->m_bJustBlew = true;
	pGrenade->pev->gravity = 0.5;
	pGrenade->pev->friction = 0.8;
	pGrenade->m_SGSmoke = 0;

	SET_MODEL(ENT(pGrenade->pev), "models/w_smokegrenade.mdl");
	pGrenade->pev->dmg = 35;
	return pGrenade;
}
Beispiel #7
0
CGrenade* CGrenade::ShootTimed2( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int team, unsigned short usEvent )
{
    CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );

    pGrenade->Spawn();
    UTIL_SetOrigin( pGrenade->pev, vecStart );

    pGrenade->pev->velocity	= vecVelocity;
    pGrenade->pev->angles	= pevOwner->angles;
    pGrenade->pev->owner	= ENT( pevOwner );

    pGrenade->m_usEvent	= usEvent;

    pGrenade->SetTouch( &CGrenade::BounceTouch );
    pGrenade->SetThink( &CGrenade::TumbleThink );

    pGrenade->pev->dmgtime	= gpGlobals->time + time;
    pGrenade->pev->nextthink= gpGlobals->time + 0.1;

    pGrenade->pev->sequence	= RANDOM_LONG( 3, 6 );
    pGrenade->pev->framerate= 1.0;

    pGrenade->m_fJustBlew	= TRUE;
    pGrenade->m_iTeam		= team;

    pGrenade->pev->gravity	= 0.55;
    pGrenade->pev->friction = 0.70;
    pGrenade->pev->dmg		= 100;

    SET_MODEL( ENT( pGrenade->pev ), "models/w_hegrenade.mdl" );

    return pGrenade;
}
Beispiel #8
0
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	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 );
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity);
	pGrenade->pev->owner = ENT(pevOwner);
	
	// make monsters afaid of it while in the air
	pGrenade->SetThink( &CGrenade::DangerSoundThink );
	pGrenade->pev->nextthink = gpGlobals->time;
	
	// Tumble in air
	pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
	
	// Explode on contact
	pGrenade->SetTouch( &CGrenade::ExplodeTouch );

	pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;

	return pGrenade;
}
Beispiel #9
0
bool CGrenade::Action(s32 cmd, u32 flags) 
{
	if(inherited::Action(cmd, flags)) return true;

	switch(cmd) 
	{
	//переключение типа гранаты
	case kWPN_NEXT:
		{
            if(flags&CMD_START) 
			{
				if(m_pCurrentInventory)
				{
					TIItemContainer::iterator it = m_pCurrentInventory->m_ruck.begin();
					TIItemContainer::iterator it_e = m_pCurrentInventory->m_ruck.end();
					for(;it!=it_e;++it) 
					{
						CGrenade *pGrenade = smart_cast<CGrenade*>(*it);
						if(pGrenade && xr_strcmp(pGrenade->cNameSect(), cNameSect())) 
						{
							m_pCurrentInventory->Ruck(this);
							m_pCurrentInventory->SetActiveSlot(NO_ACTIVE_SLOT);
							m_pCurrentInventory->Slot(pGrenade);
							return true;
						}
					}
					return true;
				}
			}
			return true;
		};
	}
	return false;
}
Beispiel #10
0
CGrenade *CGrenade::ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)	// Last check: 2013, May 28
{
	CGrenade *pGrenade = GetClassPtr((CGrenade*)NULL);

	pGrenade->pev->movetype	= MOVETYPE_TOSS;
	pGrenade->pev->solid	= SOLID_BBOX;

	if (pGrenade->pev->classname)
		RemoveEntityHashValue(pGrenade->pev, STRING(pGrenade->pev->classname), CLASSNAME);

	pGrenade->pev->classname = MAKE_STRING("grenade");

	AddEntityHashValue(pGrenade->pev, STRING(pGrenade->pev->classname), CLASSNAME);

	SET_MODEL(ENT(pGrenade->pev), "models/w_c4.mdl");

	UTIL_SetSize(pGrenade->pev, Vector(3, 6, 8), Vector(-3, -6, 0));
	UTIL_SetOrigin(pGrenade->pev, vecStart);

	pGrenade->pev->dmg		= 100;
	pGrenade->pev->angles	= vecVelocity;
	pGrenade->pev->velocity = g_vecZero;
	pGrenade->pev->owner	= ENT(pevOwner);

	pGrenade->SetThink(&CGrenade::C4Think);
	pGrenade->SetTouch(&CGrenade::C4Touch);

	pGrenade->pev->spawnflags = SF_DETONATE;
	pGrenade->pev->nextthink  = gpGlobals->time + 0.1;

	pGrenade->m_flC4Blow			= gpGlobals->time + g_pGameRules->m_iC4Timer;
	pGrenade->m_flNextFreqInterval	= g_pGameRules->m_iC4Timer / 4;
	pGrenade->m_flNextFreq			= gpGlobals->time;
	pGrenade->m_flNextBeep			= gpGlobals->time + 0.5;
	pGrenade->m_flNextBlink			= gpGlobals->time + 2.0;

	pGrenade->m_iCurWave	= 0;
	pGrenade->m_fAttenu		= 0;
	pGrenade->m_sBeepName	= NULL;

	pGrenade->m_fNextDefuse = 0;

	pGrenade->m_bIsC4		= true;
	pGrenade->m_bStartDefuse= false;
	pGrenade->m_bJustBlew	= false;

	pGrenade->pev->friction = 0.9;

	if (!FNullEnt(pevOwner))
	{
		CBasePlayer *pPlayer = (CBasePlayer*)Instance(pevOwner);

		if (pPlayer->IsPlayer())
			pGrenade->m_pentCurBombTarget = pPlayer->m_pentCurBombTarget;
	}
	else
		pGrenade->m_pentCurBombTarget = NULL;

	return pGrenade;
}
Beispiel #11
0
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	pGrenade->Spawn();
	UTIL_SetOrigin( pGrenade->pev, vecStart );
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
	pGrenade->pev->owner = ENT(pevOwner);
	
	pGrenade->SetTouch( &CGrenade::BounceTouch );	// Bounce if touched

#ifdef DEBUG
	if(ns_cvar_float(&avh_bulletcam))
	{
		SET_VIEW(ENT(pevOwner), ENT(pGrenade->pev));
	}
#endif
	
	// 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(). 

	pGrenade->pev->dmgtime = gpGlobals->time + time;
	pGrenade->SetThink( &CGrenade::TumbleThink );
	pGrenade->pev->nextthink = gpGlobals->time + 0.1;
	if (time < 0.1)
	{
		pGrenade->pev->nextthink = gpGlobals->time;
		pGrenade->pev->velocity = Vector( 0, 0, 0 );
	}
		
	pGrenade->pev->sequence = 0;//RANDOM_LONG( 3, 6 );
	pGrenade->pev->framerate = 1.0;

	// Tumble through the air
    pGrenade->pev->avelocity.x = RANDOM_LONG(-800, -300);

	// Also explode on contact
	//pGrenade->SetTouch( ExplodeTouch );

	pGrenade->pev->gravity = 0.5;
	pGrenade->pev->friction = 0.8;

	SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");

	return pGrenade;
}
Beispiel #12
0
/*
bool CGrenade::Activate() 
{
	Show								();
	return								true;
}

void CGrenade::Deactivate() 
{
	Hide								();
}
*/
void CGrenade::Throw() 
{
	if (!m_fake_missile)
		return;

	CGrenade					*pGrenade = smart_cast<CGrenade*>(m_fake_missile);
	VERIFY						(pGrenade);
	
	if (pGrenade) {
		pGrenade->set_destroy_time(m_dwDestroyTimeMax);
		//установить ID того кто кинул гранату
		pGrenade->SetInitiator( H_Parent()->ID() );
	}
	inherited::Throw			();
	m_fake_missile->processing_activate();//@sliph
	m_thrown = true;
}
Beispiel #13
0
void CHostageImprov::UpdateGrenadeReactions()
{
	if (m_coughTimer.IsElapsed())
	{
		if (TheBots->IsInsideSmokeCloud(&GetCentroid()))
		{
			m_coughTimer.Start(RANDOM_FLOAT(1, 3));
			Chatter(HOSTAGE_CHATTER_COUGH);
			Frighten(SCARED);
		}
	}

	if (m_grenadeTimer.IsElapsed())
	{
		CBaseEntity *entity = NULL;
		const float watchGrenadeRadius = 500.0f;

		m_grenadeTimer.Start(RANDOM_FLOAT(0.4f, 0.6f));

		while ((entity = UTIL_FindEntityInSphere(entity, GetCentroid(), watchGrenadeRadius)) != NULL)
		{
			CGrenade *grenade = static_cast<CGrenade *>(entity);

			if (!FClassnameIs(grenade->pev, "grenade") || grenade->m_SGSmoke > 1)
				continue;

			if (IsVisible(grenade->Center()))
			{
				Chatter(HOSTAGE_CHATTER_SAW_HE_GRENADE);

				if (grenade->pev->dmg > 50.0f)
				{
					m_idleState.OnInjury();
					Frighten(TERRIFIED);
				}
				else
					Frighten(SCARED);

				m_grenadeTimer.Start(10);
				break;
			}
		}
	}
}
Beispiel #14
0
CGrenade *CGrenade::ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
	CGrenade *pGrenade = GetClassPtr((CGrenade *)NULL);
	pGrenade->Spawn();

	pGrenade->pev->gravity = 0.5;
	UTIL_SetOrigin(pGrenade->pev, vecStart);
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
	pGrenade->pev->owner = ENT(pevOwner);

	pGrenade->SetThink(&CGrenade::DangerSoundThink);
	pGrenade->pev->nextthink = gpGlobals->time;
	pGrenade->pev->avelocity.x = RANDOM_FLOAT(-100, -500);
	pGrenade->SetTouch(&CGrenade::ExplodeTouch);

	pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
	pGrenade->m_bJustBlew = true;
	return pGrenade;
}
Beispiel #15
0
void CActor::Feel_Grenade_Update( float rad )
{
	if ( !IsGameTypeSingle() )
	{
		return;
	}
	// Find all nearest objects
	Fvector pos_actor;
	Center( pos_actor );

	q_nearest.clear_not_free();
	g_pGameLevel->ObjectSpace.GetNearest( q_nearest, pos_actor, rad, NULL );

	xr_vector<CObject*>::iterator	it_b = q_nearest.begin();
	xr_vector<CObject*>::iterator	it_e = q_nearest.end();

	// select only grenade
	for ( ; it_b != it_e; ++it_b )
	{
		if ( (*it_b)->getDestroy() ) continue;					// Don't touch candidates for destroy

		CGrenade* grn = smart_cast<CGrenade*>( *it_b );
		if( !grn || grn->Initiator() == ID() || grn->Useful() )
		{
			continue;
		}
		if ( grn->time_from_begin_throw() < m_fFeelGrenadeTime )
		{
			continue;
		}
		if ( HUD().AddGrenade_ForMark( grn ) )
		{
			//.	Msg("__ __ Add new grenade! id = %d ", grn->ID() );
		}
	}// for it

	HUD().Update_GrenadeView( pos_actor );
}
Beispiel #16
0
void CGrenade::PutNextToSlot()
{
	if (OnClient()) return;

	VERIFY									(!getDestroy());
	//выкинуть гранату из инвентар¤
	NET_Packet						P;
	if (m_pInventory)
	{
		m_pInventory->Ruck					(this);

		this->u_EventGen				(P, GEG_PLAYER_ITEM2RUCK, this->H_Parent()->ID());
		P.w_u16							(this->ID());
		this->u_EventSend				(P);
	}
	else
		Msg ("! PutNextToSlot : m_pInventory = NULL [%d][%d]", ID(), Device.dwFrame);	

	if (smart_cast<CInventoryOwner*>(H_Parent()) && m_pInventory)
	{
		CGrenade *pNext						= smart_cast<CGrenade*>(	m_pInventory->Same(this,true)		);
		if(!pNext) pNext					= smart_cast<CGrenade*>(	m_pInventory->SameSlot(GRENADE_SLOT, this, true)	);

		VERIFY								(pNext != this);

		if(pNext && m_pInventory->Slot(pNext->BaseSlot(),pNext) )
		{
			pNext->u_EventGen				(P, GEG_PLAYER_ITEM2SLOT, pNext->H_Parent()->ID());
			P.w_u16							(pNext->ID());
			P.w_u16							(pNext->BaseSlot());
			pNext->u_EventSend				(P);
			m_pInventory->SetActiveSlot		(pNext->BaseSlot());
		}else
		{
			CActor* pActor = smart_cast<CActor*>( m_pInventory->GetOwner());
			
			if(pActor)
				pActor->OnPrevWeaponSlot();
		}

		m_thrown				= false;
	}
}
Beispiel #17
0
CGrenade * CGrenade :: ShootFrag( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, int mode )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	pGrenade->Spawn();
	UTIL_SetOrigin( pGrenade->pev, vecStart );
	pGrenade->pev->velocity = vecVelocity;
	pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
	pGrenade->pev->owner = ENT(pevOwner);

	pGrenade->pev->solid = SOLID_BBOX;
	
	if ( mode == 1 )
	{
		SET_MODEL(ENT(pGrenade->pev), "models/w_fgrenade.mdl");
		pGrenade->SetTouch( FragTouch );
		pGrenade->SetThink( FragThink );
		pGrenade->pev->nextthink = gpGlobals->time + 0.1;
	}
	else
	{
		SET_MODEL(ENT(pGrenade->pev), "models/w_frag.mdl");
		pGrenade->SetThink( Detonate );
		pGrenade->pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 2,3 );
		pGrenade->pev->solid = SOLID_NOT;

	}

	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_BEAMFOLLOW );
		WRITE_SHORT(pGrenade->entindex());	// entity
		WRITE_SHORT(iFgTrail );	// model
		WRITE_BYTE( 10 ); // life
		WRITE_BYTE( 1.5 );  // width
		WRITE_BYTE( 240 );   // r, g, b
		WRITE_BYTE( 215 );   // r, g, b
		WRITE_BYTE( 80  );   // r, g, b
		WRITE_BYTE( 200 );	// brightness
	MESSAGE_END();


		
	pGrenade->pev->sequence = 4;
	pGrenade->pev->framerate = 6;

	pGrenade->pev->gravity = 0.35;
	pGrenade->pev->friction = 0.9;

	pGrenade->pev->dmg = 100;

	return pGrenade;

}
Beispiel #18
0
void CGrenade::PutNextToSlot()
{
	if (OnClient()) return;
	VERIFY									(!getDestroy());

	//выкинуть гранату из инвентар¤
	if (m_pCurrentInventory)
	{
		NET_Packet						P;
		m_pCurrentInventory->Ruck		(this);
#if defined(GRENADE_FROM_BELT)
		this->u_EventGen				(P, GEG_PLAYER_ITEM2BELT, this->H_Parent()->ID());
#else
		this->u_EventGen				(P, GEG_PLAYER_ITEM2RUCK, this->H_Parent()->ID());
#endif
		P.w_u16							(this->ID());
		this->u_EventSend				(P);
#if defined(GRENADE_FROM_BELT)
		CGrenade *pNext					= smart_cast<CGrenade*>(	m_pCurrentInventory->Same(this,false)		);
		if(!pNext) 
			pNext						= smart_cast<CGrenade*>(	m_pCurrentInventory->SameSlot(GRENADE_SLOT, this, false)	);
#else
		CGrenade *pNext					= smart_cast<CGrenade*>(	m_pCurrentInventory->Same(this,true)		);
		if(!pNext) 
			pNext						= smart_cast<CGrenade*>(	m_pCurrentInventory->SameSlot(GRENADE_SLOT, this, true)	);
#endif

		VERIFY							(pNext != this);

		if(pNext && m_pCurrentInventory->Slot(pNext) )
		{
			pNext->u_EventGen			(P, GEG_PLAYER_ITEM2SLOT, pNext->H_Parent()->ID());
			P.w_u16						(pNext->ID());
			pNext->u_EventSend			(P);
			m_pCurrentInventory->SetActiveSlot(pNext->GetSlot());
		}
/////	m_thrown				= false;
	}
}
Beispiel #19
0
void CGrenade::PutNextToSlot()
{
	if (OnClient()) return;
//	Msg ("* PutNextToSlot : %d", ID());	
	VERIFY									(!getDestroy());
	//выкинуть гранату из инвентар¤
	NET_Packet						P;
	if (m_pInventory)
	{
		m_pInventory->Ruck					(this);
//.		m_pInventory->SetActiveSlot			(NO_ACTIVE_SLOT);

		this->u_EventGen				(P, GEG_PLAYER_ITEM2RUCK, this->H_Parent()->ID());
		P.w_u16							(this->ID());
		this->u_EventSend				(P);
	}
	else
		Msg ("! PutNextToSlot : m_pInventory = 0");	

	if (smart_cast<CInventoryOwner*>(H_Parent()) && m_pInventory)
	{
		CGrenade *pNext						= smart_cast<CGrenade*>(	m_pInventory->Same(this,true)		);
		if(!pNext) pNext					= smart_cast<CGrenade*>(	m_pInventory->SameSlot(this,true)	);

		VERIFY								(pNext != this);

		if(pNext && m_pInventory->Slot(pNext) ){

			pNext->u_EventGen				(P, GEG_PLAYER_ITEM2SLOT, pNext->H_Parent()->ID());
			P.w_u16							(pNext->ID());
			pNext->u_EventSend				(P);
//			if(IsGameTypeSingle())			
				m_pInventory->SetActiveSlot			(pNext->GetSlot());
		}

		m_thrown				= false;
	}
}
Beispiel #20
0
/* <18b835> ../cstrike/dlls/training_gamerules.cpp:300 */
void CBaseGrenCatch::__MAKE_VHOOK(Think)()
{
	CGrenade *pGrenade;
	bool m_fSmokeTouchingLastFrame;
	CBaseEntity *pTrigger;
	Vector vMax, vMin;

	m_fSmokeTouchingLastFrame = m_fSmokeTouching;
	m_fSmokeTouching = false;
	pGrenade = NULL;

	while (pGrenade = (CGrenade *)UTIL_FindEntityByClassname(pGrenade, "grenade"))
	{
		vMin = pGrenade->pev->mins;
		vMax = pGrenade->pev->maxs;

		UTIL_SetSize(pGrenade->pev, Vector(-8, -8, 0), Vector(8, 8, 0));

		if (pGrenade->Intersects(this) && Q_strstr(STRING(pGrenade->pev->model), "smoke") != NULL)
		{
			if (pGrenade->pev->velocity.Length() == 0)
				m_fSmokeTouching = true;
		}

		pGrenade->pev->mins = vMin;
		pGrenade->pev->maxs = vMax;
	}

	if ((m_NeedGrenadeType == GRENADETYPE_SMOKE && m_fSmokeTouching && !m_fSmokeTouchingLastFrame)
		|| (m_NeedGrenadeType == GRENADETYPE_FLASH && m_fFlashTouched))
	{
		FireTargets(STRING(sTriggerOnGrenade), this, this, USE_TOGGLE, 0);

		if (m_NeedGrenadeType == GRENADETYPE_SMOKE)
		{
			pTrigger = NULL;

			while ((pTrigger = UTIL_FindEntityByTargetname(pTrigger, STRING(sDisableOnGrenade))) != NULL)
			{
				// save solid
				pTrigger->pev->team = pTrigger->pev->solid;
				pTrigger->pev->solid = SOLID_NOT;
			}
		}
		else if (m_NeedGrenadeType == GRENADETYPE_FLASH)
			pev->flags |= FL_KILLME;
	}

	if (m_fSmokeTouchingLastFrame && !m_fSmokeTouching)
	{
		pTrigger = NULL;

		while (pTrigger = UTIL_FindEntityByTargetname(pTrigger, STRING(sDisableOnGrenade)))
		{
			// restore solid
			pTrigger->pev->solid = pTrigger->pev->team;
			pTrigger->pev->team = 0;
			UTIL_SetOrigin(pTrigger->pev, pTrigger->pev->origin);
		}
	}

	pev->nextthink = gpGlobals->time + 0.1f;
}
Beispiel #21
0
CGrenade* CGrenade::ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
    CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );

    pGrenade->pev->movetype	= MOVETYPE_BOUNCE;
    pGrenade->pev->solid	= SOLID_BBOX;

    // TODO: Implements me.
    // 	if( pev->classname )
    // 		this->RemoveEntityHashValue( STRING( pev->classname ) );

    pGrenade->pev->classname = MAKE_STRING( "grenade" );

    // TODO: Implements me.
    //	this->AddEntityHashValue( STRING( pev->classname ) );
    //

    SET_MODEL( ENT( pGrenade->pev ), "models/w_c4.mdl" );

    UTIL_SetSize( pGrenade->pev, Vector( 3, 6, 8 ), Vector( -3, -6, 0 ) );
    UTIL_SetOrigin( pGrenade->pev, vecStart );

    pGrenade->pev->dmg		= 100;
    pGrenade->pev->angles	= vecVelocity;
    pGrenade->pev->velocity = g_vecZero;
    pGrenade->pev->owner	= ENT( pevOwner );

    pGrenade->SetThink( &CGrenade::C4Think );
    pGrenade->SetTouch( &CGrenade::C4Touch );

    pGrenade->pev->spawnflags = SF_DETONATE;
    pGrenade->pev->nextthink  = gpGlobals->time + 0.1;

    pGrenade->m_flC4Blow			= gpGlobals->time + g_pGameRules->m_flC4DetonateDelay;
    pGrenade->m_flNextFreqInterval	= g_pGameRules->m_flC4DetonateDelay / 4;
    pGrenade->m_flNextFreq			= gpGlobals->time;
    pGrenade->m_flNextBeep			= gpGlobals->time + 0.5;
    pGrenade->m_flNextBlink			= gpGlobals->time + 2.0;

    pGrenade->m_iC4Beep		= 0;
    pGrenade->m_flAttenu	= 0;
    pGrenade->m_sBeepName	= NULL;

    pGrenade->m_flNextDefuseTime = 0;

    pGrenade->m_fPlantedC4	= TRUE;
    pGrenade->m_fStartDefuse= FALSE;
    pGrenade->m_fJustBlew	= FALSE;

    pGrenade->pev->friction = 0.9;

    if( !FNullEnt( pevOwner ) )
    {
        CBasePlayer *pPlayer = (CBasePlayer *)Instance( pevOwner );
        pGrenade->m_pentCurBombTarget = pPlayer->m_pentBombTarget;
    }
    else
        pGrenade->m_pentCurBombTarget = NULL;

    return pGrenade;
}
Beispiel #22
0
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
{
	CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
	pGrenade->Spawn();

	UTIL_SetOrigin( pGrenade, vecStart );
	pGrenade->SetAbsVelocity( vecVelocity );
	pGrenade->SetLocalAngles( UTIL_VecToAngles( pGrenade->GetAbsVelocity( )));
	pGrenade->pev->owner = ENT( pevOwner );
	
	pGrenade->SetTouch( &CGrenade::BounceTouch );	// Bounce if touched
	
	// 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(). 

	pGrenade->pev->dmgtime = gpGlobals->time + time;
	pGrenade->SetThink( &CGrenade::TumbleThink );
	pGrenade->SetNextThink( 0.1 );

	if( time < 0.1 )
	{
		pGrenade->SetNextThink( 0 );
		pGrenade->SetLocalVelocity( g_vecZero );
	}
		
	pGrenade->pev->sequence = RANDOM_LONG( 3, 6 );
	pGrenade->pev->framerate = 1.0;

	pGrenade->pev->gravity = 0.5;
	pGrenade->pev->friction = 0.8;

	SET_MODEL( pGrenade->edict(), "models/w_grenade.mdl" );
	pGrenade->pev->dmg = 100;

	return pGrenade;
}
Beispiel #23
0
void	CActor::PickupModeUpdate_COD	()
{
	if (Level().CurrentViewEntity() != this || !g_b_COD_PickUpMode) return;
		
	if (!g_Alive() || eacFirstEye != cam_active) 
	{
		CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(NULL);
		return;
	};
	
	CFrustum						frustum;
	frustum.CreateFromMatrix		(Device.mFullTransform, FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

	ISpatialResult.clear_not_free	();
	g_SpatialSpace->q_frustum		(ISpatialResult, 0, STYPE_COLLIDEABLE, frustum);

	float maxlen					= 1000.0f;
	CInventoryItem* pNearestItem	= NULL;

	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		CInventoryItem*	pIItem	= smart_cast<CInventoryItem*> (spatial->dcast_CObject        ());

		if (0 == pIItem)											continue;
		if (pIItem->object().H_Parent() != NULL)					continue;
		if (!pIItem->CanTake())										continue;
		if ( smart_cast<CExplosiveRocket*>( &pIItem->object() ) )	continue;

		CGrenade*	pGrenade	= smart_cast<CGrenade*> (spatial->dcast_CObject        ());
		if (pGrenade && !pGrenade->Useful())						continue;

		CMissile*	pMissile	= smart_cast<CMissile*> (spatial->dcast_CObject        ());
		if (pMissile && !pMissile->Useful())						continue;
		
		Fvector A, B, tmp; 
		pIItem->object().Center			(A);
		if (A.distance_to_sqr(Position())>4)						continue;

		tmp.sub(A, cam_Active()->vPosition);
		B.mad(cam_Active()->vPosition, cam_Active()->vDirection, tmp.dotproduct(cam_Active()->vDirection));
		float len = B.distance_to_sqr(A);
		if (len > 1)												continue;

		if (maxlen>len && !pIItem->object().getDestroy())
		{
			maxlen = len;
			pNearestItem = pIItem;
		};
	}

	if(pNearestItem)
	{
		CFrustum					frustum;
		frustum.CreateFromMatrix	(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
		if (!CanPickItem(frustum, Device.vCameraPosition, &pNearestItem->object()))
			pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if (Level().m_feel_deny.is_object_denied(pNearestItem->cast_game_object()))
				pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if(!pNearestItem->cast_game_object()->getVisible())
				pNearestItem = NULL;
	}

	CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(pNearestItem);

	if (pNearestItem && m_bPickupMode)
	{
		CUsableScriptObject*	pUsableObject = smart_cast<CUsableScriptObject*>(pNearestItem);
		if(pUsableObject && (!m_pUsableObject))
			pUsableObject->use(this);

		//подбирание объекта
		Game().SendPickUpEvent(ID(), pNearestItem->object().ID());
	}
};