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, 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->SetNextThink( 0 ); // 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; }
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->Spawn(); UTIL_SetOrigin( pGrenade, 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 // 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->pev->velocity = Vector( 0, 0, 0 ); } pGrenade->pev->sequence = RANDOM_LONG( 3, 6 ); pGrenade->pev->framerate = 1.0; // Tumble through the air // pGrenade->pev->avelocity.x = -400; pGrenade->pev->gravity = 0.5; pGrenade->pev->friction = 0.8; SET_MODEL(ENT(pGrenade->pev), "models/hgrenade.mdl"); pGrenade->pev->dmg = 100; return pGrenade; }