void CWeaponDrainGrenade::Detonate() { trace_t tr; Vector vecSpot;// trace starts here! SetThink( NULL ); vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 ); UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, & tr); if( tr.startsolid ) { // Since we blindly moved the explosion origin vertically, we may have inadvertently moved the explosion into a solid, // in which case nothing is going to be harmed by the grenade's explosion because all subsequent traces will startsolid. // If this is the case, we do the downward trace again from the actual origin of the grenade. (sjb) 3/8/2007 (for ep2_outland_09) UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr ); } #if !defined( CLIENT_DLL ) Explode( GetThrower(), this, NULL, tr.endpos, GetDamage(), GetDamageRadius(), GetFocusDrain()); //CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 ); #endif //!defined( CLIENT_DLL ) RemoveMe(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeMirvProjectile::Explode( trace_t *pTrace, int bitsDamageType ) { // Pass through. BaseClass::Explode( pTrace, bitsDamageType ); // Server specific. #ifdef GAME_DLL // Create the bomblets. for ( int iBomb = 0; iBomb < TF_WEAPON_GRENADE_MIRV_BOMB_COUNT; ++iBomb ) { Vector vecSrc = pTrace->endpos + Vector( 0, 0, 1.0f ); Vector vecVelocity( random->RandomFloat( -75.0f, 75.0f ) * 3.0f, random->RandomFloat( -75.0f, 75.0f ) * 3.0f, random->RandomFloat( 30.0f, 70.0f ) * 5.0f ); Vector vecZero( 0,0,0 ); CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); float flTime = 2.0f + random->RandomFloat( 0.0f, 1.0f ); CTFGrenadeMirvBomb *pBomb = CTFGrenadeMirvBomb::Create( vecSrc, GetAbsAngles(), vecVelocity, vecZero, pPlayer, flTime ); pBomb->SetDamage( GetDamage() * 0.5f ); pBomb->SetDamageRadius( GetDamageRadius() ); } #endif }
void Explode( float magnitude ) { //Create a concussive explosion CPASFilter filter( GetAbsOrigin() ); Vector vecForward; AngleVectors( GetAbsAngles(), &vecForward ); TE_ConcussiveExplosion( filter, 0.0, &GetAbsOrigin(),//position 1.0f, //scale GetDamageRadius()*magnitude, //radius 175*magnitude, //magnitude &vecForward ); //normal int colorRamp = random->RandomInt( 128, 255 ); //Shockring CBroadcastRecipientFilter filter2; te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin 16, //start radius GetDamageRadius()*1.17f*magnitude, //end radius m_spriteTexture, //texture 0, //halo index 0, //start frame 2, //framerate 0.3f, //life 128, //width 16, //spread 0, //amplitude colorRamp, //r colorRamp, //g 255, //g 24, //a 128 //speed ); //Do the radius damage RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), GetDamage(), DMG_BLAST|DMG_DISSOLVE ), GetAbsOrigin(), GetDamageRadius(), CLASS_NONE, NULL ); UTIL_Remove( this ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGrenadeProj::Explode( trace_t *pTrace, int bitsDamageType ) { SetModelName( NULL_STRING );//invisible AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO; // Pull out of the wall a bit if ( pTrace->fraction != 1.0 ) { SetAbsOrigin( pTrace->endpos + ( pTrace->plane.normal * 1.0f ) ); } CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 ); // Explosion effect on client Vector vecOrigin = GetAbsOrigin(); CPVSFilter filter( vecOrigin ); if ( UseImpactNormal() ) { if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() ) { TE_TFExplosion( filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), pTrace->m_pEnt->entindex() ); } else { TE_TFExplosion( filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), -1 ); } } else { if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() ) { TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), pTrace->m_pEnt->entindex() ); } else { TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), -1 ); } } // Use the thrower's position as the reported position Vector vecReported = GetThrower() ? GetThrower()->GetAbsOrigin() : vec3_origin; CTakeDamageInfo info( this, GetThrower(), GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported ); float flRadius = GetDamageRadius(); if ( tf_grenade_show_radius.GetBool() ) { DrawRadius( flRadius ); } RadiusDamage( info, vecOrigin, flRadius, CLASS_NONE, NULL ); // Don't decal players with scorch. if ( pTrace->m_pEnt && !pTrace->m_pEnt->IsPlayer() ) { UTIL_DecalTrace( pTrace, "Scorch" ); } SetThink( &CBaseGrenade::SUB_Remove ); SetTouch( NULL ); AddEffects( EF_NODRAW ); SetAbsVelocity( vec3_origin ); SetNextThink( gpGlobals->curtime ); }