Пример #1
0
void CWeaponDrainGrenade::Explode( CBaseCombatCharacter* pAttacker,
						   CBaseEntity* pInflictor,
						   CBaseEntity* pIgnore,
						   Vector vecPosition,
						   float flDamage,
						   float flRadius,
						   float flDrainFocus )
{

#if !defined( CLIENT_DLL )
	//CSoundEnt::InsertSound ( SOUND_COMBAT, vecPosition, 1024, 3.0 );
	
	CTakeDamageInfo info;
	info.CFSet( pInflictor, pAttacker, vec3_origin, vecPosition, flDamage, DMG_BLAST, WEAPON_NONE, &vecPosition, false );
	info.SetDrainFocus( flDrainFocus );

	DispatchParticleEffect("grenade_explosion", vecPosition, vec3_angle, pIgnore);

	//TODO: Figure out sound.
	CPASAttenuationFilter filter( this );
	filter.UsePredictionRules();
	EmitSound( filter, entindex(), "Numen.FireAoE" );
	//CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
	
	RadiusDamage( info, vecPosition, flRadius );

#endif //!defined( CLIENT_DLL )
}