Beispiel #1
0
CGrenade *CGrenade::ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, 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;
	pGrenade->m_bJustBlew    = true;
	pGrenade->pev->gravity   = 0.55;
	pGrenade->pev->friction  = 0.7;
	pGrenade->m_iTeam        = iTeam;

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

	pGrenade->pev->dmg = 100;

	return pGrenade;
}
Beispiel #2
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->SetThink(&CGrenade::SG_TumbleThink);

	pGrenade->pev->dmgtime   = gpGlobals->time + time;
	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(pGrenade->edict(), "models/w_smokegrenade.mdl");

	pGrenade->pev->dmg = 35;

	return pGrenade;
}
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, 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;
}