Exemplo n.º 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, vecStart );
	pGrenade->SetAbsVelocity( vecVelocity );
	pGrenade->SetAbsAngles( g_vecZero );
	pGrenade->pev->owner = ENT(pevOwner);
	
	// Detonate in "time" seconds
	pGrenade->SetThink( &CBaseEntity::SUB_DoNothing );
	pGrenade->SetUse( &CGrenade::DetonateUse );
	pGrenade->SetTouch( &CGrenade::SlideTouch );
	pGrenade->pev->spawnflags = SF_DETONATE;

	pGrenade->pev->friction = 0.9;

	return pGrenade;
}
Exemplo n.º 2
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;
}