ReGameDLL_CS/regamedll/dlls/ggrenade.cpp
Francisco Muñoz 193c1ed52a
Fixed grenades disappearing when speed exceeds 2000 fixed units ignoring sv_maxvelocity (#888)
* Fixed grenades disappearing when speed exceeds 2000 fixed units ignoring sv_maxvelocity
* Clamp nades velocity to sv_maxvelocity value when reached
* Make IsInWorld behave like SV_CheckVelocity: less/greater without equal
* Enclose IsInWorld changes with FIXES macro
2023-11-26 11:24:48 +07:00

1550 lines
39 KiB
C++

#include "precompiled.h"
TYPEDESCRIPTION CGrenade::m_SaveData[] =
{
DEFINE_FIELD(CGrenade, m_fAttenu, FIELD_FLOAT),
DEFINE_FIELD(CGrenade, m_flNextFreq, FIELD_TIME),
DEFINE_FIELD(CGrenade, m_flC4Blow, FIELD_TIME),
DEFINE_FIELD(CGrenade, m_flNextFreqInterval, FIELD_TIME),
DEFINE_FIELD(CGrenade, m_flNextBeep, FIELD_TIME),
DEFINE_FIELD(CGrenade, m_flDefuseCountDown, FIELD_TIME),
DEFINE_FIELD(CGrenade, m_flNextBlink, FIELD_TIME),
DEFINE_FIELD(CGrenade, m_pentCurBombTarget, FIELD_EDICT),
DEFINE_FIELD(CGrenade, m_sBeepName, FIELD_POINTER),
DEFINE_FIELD(CGrenade, m_bIsC4, FIELD_BOOLEAN),
DEFINE_FIELD(CGrenade, m_bStartDefuse, FIELD_BOOLEAN),
DEFINE_FIELD(CGrenade, m_SGSmoke, FIELD_INTEGER),
DEFINE_FIELD(CGrenade, m_bJustBlew, FIELD_BOOLEAN),
DEFINE_FIELD(CGrenade, m_bLightSmoke, FIELD_BOOLEAN),
DEFINE_FIELD(CGrenade, m_usEvent, FIELD_INTEGER),
};
LINK_ENTITY_TO_CLASS(grenade, CGrenade, CCSGrenade)
void CGrenade::Explode(Vector vecSrc, Vector vecAim)
{
TraceResult tr;
UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -32), ignore_monsters, ENT(pev), &tr);
Explode(&tr, DMG_BLAST);
}
LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN(CGrenade, ExplodeFlashbang, Explode, (TraceResult *pTrace, int bitsDamageType), pTrace, bitsDamageType)
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CGrenade::__API_HOOK(Explode)(TraceResult *pTrace, int bitsDamageType)
{
float flRndSound; // sound randomizer
pev->model = iStringNull; // invisible
pev->solid = SOLID_NOT; // intangible
pev->takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if (pTrace->flFraction != 1.0f)
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24.0f) * 0.6f);
}
int iContents = UTIL_PointContents(pev->origin);
#ifndef REGAMEDLL_FIXES
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3);
#endif
entvars_t *pevOwner = VARS(pev->owner);
if (TheBots)
{
TheBots->OnEvent(EVENT_FLASHBANG_GRENADE_EXPLODED, CBaseEntity::Instance(pev->owner), (CBaseEntity *)&pev->origin);
}
// can't traceline attack owner if this is set
pev->owner = nullptr;
RadiusFlash(pev->origin, pev, pevOwner, 4, CLASS_NONE, bitsDamageType);
if (RANDOM_FLOAT(0, 1) < 0.5f)
UTIL_DecalTrace(pTrace, DECAL_SCORCH1);
else
UTIL_DecalTrace(pTrace, DECAL_SCORCH2);
// TODO: unused
flRndSound = RANDOM_FLOAT(0, 1);
switch (RANDOM_LONG(0, 1))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/flashbang-2.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/flashbang-1.wav", 0.55, ATTN_NORM); break;
}
pev->effects |= EF_NODRAW;
SetThink(&CGrenade::Smoke);
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.3f;
// draw sparks
if (iContents != CONTENTS_WATER)
{
int sparkCount = RANDOM_LONG(0, 3);
for (int i = 0; i < sparkCount; i++)
{
Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, nullptr);
}
}
}
LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN(CGrenade, ExplodeBomb, Explode2, (TraceResult *pTrace, int bitsDamageType), pTrace, bitsDamageType)
void CGrenade::__API_HOOK(Explode2)(TraceResult *pTrace, int bitsDamageType)
{
float flRndSound; // sound randomizer
pev->model = iStringNull; // invisible
pev->solid = SOLID_NOT; // intangible
pev->takedamage = DAMAGE_NO;
UTIL_ScreenShake(pTrace->vecEndPos, 25, 150, 1, 3000);
CSGameRules()->m_bTargetBombed = true;
if (CSGameRules()->IsCareer())
{
if (TheCareerTasks)
{
TheCareerTasks->LatchRoundEndMessage();
}
}
m_bJustBlew = true;
CSGameRules()->CheckWinConditions();
// Pull out of the wall a bit
if (pTrace->flFraction != 1.0f)
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24.0f) * 0.6f);
}
int iContents = UTIL_PointContents(pev->origin);
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z - 10.0f);
WRITE_SHORT(g_sModelIndexFireball3);
WRITE_BYTE((pev->dmg - 275.0f) * 0.6f);
WRITE_BYTE(150);
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITE);
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-512, 512));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-512, 512));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-10, 10));
WRITE_SHORT(g_sModelIndexFireball2);
WRITE_BYTE((pev->dmg - 275.0f) * 0.6f);
WRITE_BYTE(150);
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITE);
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-512, 512));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-512, 512));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-10, 10));
WRITE_SHORT(g_sModelIndexFireball3);
WRITE_BYTE((pev->dmg - 275.0f) * 0.6f);
WRITE_BYTE(150);
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SPRITE);
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-512, 512));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-512, 512));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-10, 10));
WRITE_SHORT(g_sModelIndexFireball);
WRITE_BYTE((pev->dmg - 275.0f) * 0.6f);
WRITE_BYTE(17);
MESSAGE_END();
// Sound! for everyone
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/c4_explode1.wav", VOL_NORM, 0.25);
#ifndef REGAMEDLL_FIXES
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3);
#endif
entvars_t *pevOwner = VARS(pev->owner);
pev->owner = nullptr;
RadiusDamage(pev, pevOwner, CSGameRules()->m_flBombRadius, CLASS_NONE, bitsDamageType);
if (CSGameRules()->IsCareer())
{
if (TheCareerTasks)
{
TheCareerTasks->UnlatchRoundEndMessage();
}
}
// tell director about it
// send director message, that something important happed here
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9); // command length in bytes
WRITE_BYTE(DRC_CMD_EVENT); // bomb explode
WRITE_SHORT(ENTINDEX(edict())); // index number of primary entity
WRITE_SHORT(0); // index number of secondary entity
WRITE_LONG(15 | DRC_FLAG_FINAL); // eventflags (priority and flags)
MESSAGE_END();
// Decal!
if (RANDOM_FLOAT(0, 1) < 0.5f)
UTIL_DecalTrace(pTrace, DECAL_SCORCH1);
else
UTIL_DecalTrace(pTrace, DECAL_SCORCH2);
// TODO: unused
flRndSound = RANDOM_FLOAT(0, 1);
switch (RANDOM_LONG(0, 2))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
}
pev->effects |= EF_NODRAW;
SetThink(&CGrenade::Smoke2);
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.85f;
if (iContents != CONTENTS_WATER)
{
int sparkCount = RANDOM_LONG(0, 3);
for (int i = 0; i < sparkCount; i++)
{
Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, nullptr);
}
}
#ifdef REGAMEDLL_FIXES
// A bomb has exploded so let's to trigger other explosive targets
if (m_pentCurBombTarget)
{
auto pBombTarget = CBaseEntity::Instance(m_pentCurBombTarget);
if (pBombTarget)
{
pBombTarget->Use(CBaseEntity::Instance(pevOwner), this, USE_TOGGLE, 0);
}
}
#endif
}
LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN(CGrenade, ExplodeHeGrenade, Explode3, (TraceResult *pTrace, int bitsDamageType), pTrace, bitsDamageType)
void CGrenade::__API_HOOK(Explode3)(TraceResult *pTrace, int bitsDamageType)
{
float flRndSound; // sound randomizer
pev->model = iStringNull; // invisible
pev->solid = SOLID_NOT; // intangible
pev->takedamage = DAMAGE_NO;
if (pTrace->flFraction != 1.0f)
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24.0f) * 0.6f);
}
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD(pev->origin.x); // Send to PAS because of the sound
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 20.0f);
WRITE_SHORT(g_sModelIndexFireball3);
WRITE_BYTE(25); // scale * 10
WRITE_BYTE(30); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE); // flags
MESSAGE_END();
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-64, 64)); // Send to PAS because of the sound
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-64, 64));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(30, 35));
WRITE_SHORT(g_sModelIndexFireball2);
WRITE_BYTE(30); // scale * 10
WRITE_BYTE(30); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE); // flags
MESSAGE_END();
#ifndef REGAMEDLL_FIXES
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3);
#endif
entvars_t *pevOwner = VARS(pev->owner);
if (TheBots)
{
TheBots->OnEvent(EVENT_HE_GRENADE_EXPLODED, CBaseEntity::Instance(pev->owner));
}
pev->owner = nullptr;
RadiusDamage(pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType);
if (RANDOM_FLOAT(0, 1) < 0.5f)
UTIL_DecalTrace(pTrace, DECAL_SCORCH1);
else
UTIL_DecalTrace(pTrace, DECAL_SCORCH2);
// TODO: unused
flRndSound = RANDOM_FLOAT(0, 1);
switch (RANDOM_LONG(0, 2))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
}
pev->effects |= EF_NODRAW;
SetThink(&CGrenade::Smoke3_C);
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.55f;
int sparkCount = RANDOM_LONG(0, 3);
for (int i = 0; i < sparkCount; i++)
{
Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, nullptr);
}
}
NOXREF void CGrenade::SG_Explode(TraceResult *pTrace, int bitsDamageType)
{
float flRndSound; // sound randomizer
pev->model = iStringNull; // invisible
pev->solid = SOLID_NOT; // intangible
pev->takedamage = DAMAGE_NO;
if (pTrace->flFraction != 1.0f)
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24.0f) * 0.6f);
}
int iContents = UTIL_PointContents(pev->origin);
#ifndef REGAMEDLL_FIXES
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3);
#endif
// can't traceline attack owner if this is set
pev->owner = nullptr;
if (RANDOM_FLOAT(0, 1) < 0.5f)
UTIL_DecalTrace(pTrace, DECAL_SCORCH1);
else
UTIL_DecalTrace(pTrace, DECAL_SCORCH2);
// TODO: unused
flRndSound = RANDOM_FLOAT(0, 1);
switch (RANDOM_LONG(0, 1))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/flashbang-2.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/flashbang-1.wav", 0.55, ATTN_NORM); break;
}
pev->effects |= EF_NODRAW;
SetThink(&CGrenade::Smoke);
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.1f;
if (iContents != CONTENTS_WATER)
{
int sparkCount = RANDOM_LONG(0, 3);
for (int i = 0; i < sparkCount; i++)
{
Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, nullptr);
}
}
}
void CGrenade::Smoke3_C()
{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
else
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z - 5.0f);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(35 + RANDOM_FLOAT(0, 10)); // scale * 10
WRITE_BYTE(5); // framerate
MESSAGE_END();
}
UTIL_Remove(this);
}
void CGrenade::Smoke3_B()
{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
else
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-128, 128));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-128, 128));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-10, 10));
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(15 + RANDOM_FLOAT(0, 10)); // scale * 10
WRITE_BYTE(10); // framerate
MESSAGE_END();
}
pev->nextthink = gpGlobals->time + 0.15f;
SetThink(&CGrenade::Smoke3_A);
}
void CGrenade::Smoke3_A()
{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
else
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-128, 128));
WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-128, 128));
WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-10, 10));
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(15 + RANDOM_FLOAT(0, 10)); // scale * 10
WRITE_BYTE(12); // framerate
MESSAGE_END();
}
}
void CGrenade::Smoke2()
{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
else
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(150); // scale * 10
WRITE_BYTE(8); // framerate
MESSAGE_END();
}
UTIL_Remove(this);
}
void CGrenade::Smoke()
{
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
else
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(25); // scale * 10
WRITE_BYTE(6); // framerate
MESSAGE_END();
}
UTIL_Remove(this);
}
void CGrenade::SG_Smoke()
{
int iMaxSmokePuffs = 100;
float flSmokeInterval;
if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
{
UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
}
else
{
Vector origin, angle;
real_t x_old, y_old, R_angle;
UTIL_MakeVectors(pev->angles);
origin = gpGlobals->v_forward * RANDOM_FLOAT(3, 8);
flSmokeInterval = RANDOM_FLOAT(1.5f, 3.5f) * iMaxSmokePuffs;
R_angle = m_angle / (180.00433335 / M_PI);
x_old = Q_cos(real_t(R_angle));
y_old = Q_sin(real_t(R_angle));
angle.x = origin.x * x_old - origin.y * y_old;
angle.y = origin.x * y_old + origin.y * x_old;
m_angle = (m_angle + 30) % 360;
PLAYBACK_EVENT_FULL(0, nullptr, m_usEvent, 0, pev->origin, m_vSmokeDetonate, angle.x, angle.y, flSmokeInterval, 4, m_bLightSmoke, 6);
}
if (m_SGSmoke <= 20)
{
pev->nextthink = gpGlobals->time + 1.0f;
SetThink(&CGrenade::SG_Smoke);
m_SGSmoke++;
}
else
{
pev->effects |= EF_NODRAW;
if (TheBots)
{
TheBots->RemoveGrenade(this);
}
UTIL_Remove(this);
}
}
void CGrenade::Killed(entvars_t *pevAttacker, int iGib)
{
Detonate();
}
// Timed grenade, this think is called when time runs out.
void CGrenade::DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
SetThink(&CGrenade::Detonate);
pev->nextthink = gpGlobals->time;
}
void CGrenade::PreDetonate()
{
#ifndef REGAMEDLL_FIXES
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, 400, 0.3);
#endif
SetThink(&CGrenade::Detonate);
pev->nextthink = gpGlobals->time + 1.0f;
}
void CGrenade::Detonate()
{
TraceResult tr;
Vector vecSpot; // trace starts here!
vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
Explode(&tr, DMG_BLAST);
}
LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN2(CGrenade, ExplodeSmokeGrenade, SG_Detonate)
void CGrenade::__API_HOOK(SG_Detonate)()
{
TraceResult tr;
Vector vecSpot;
edict_t *pentFind = nullptr;
vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
if (TheBots)
{
TheBots->OnEvent(EVENT_SMOKE_GRENADE_EXPLODED, CBaseEntity::Instance(pev->owner));
TheBots->AddGrenade(WEAPON_SMOKEGRENADE, this);
}
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sg_explode.wav", VOL_NORM, ATTN_NORM);
while ((pentFind = FIND_ENTITY_BY_CLASSNAME(pentFind, "grenade")))
{
if (FNullEnt(pentFind))
break;
CBaseEntity *pEnt = CBaseEntity::Instance(pentFind);
if (pEnt)
{
float fDistance = (pEnt->pev->origin - pev->origin).Length();
if (fDistance != 0.0f && fDistance <= 250.0f)
{
if (gpGlobals->time > pEnt->pev->dmgtime)
{
m_bLightSmoke = true;
}
}
}
}
m_bDetonated = true;
m_vSmokeDetonate = pev->origin;
int flags = 0;
#ifdef REGAMEDLL_FIXES
flags = FEV_RELIABLE;
#endif
PLAYBACK_EVENT_FULL(flags, nullptr, m_usEvent, 0, m_vSmokeDetonate, (float *)&g_vecZero, 0, 0, 0, 1, m_bLightSmoke, FALSE);
pev->velocity.x = RANDOM_FLOAT(-175, 175);
pev->velocity.y = RANDOM_FLOAT(-175, 175);
pev->velocity.z = RANDOM_FLOAT(250, 350);
pev->nextthink = gpGlobals->time + 0.1f;
SetThink(&CGrenade::SG_Smoke);
}
void CGrenade::Detonate2()
{
TraceResult tr;
Vector vecSpot;// trace starts here!
vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
Explode2(&tr, DMG_BLAST);
}
void CGrenade::Detonate3()
{
TraceResult tr;
Vector vecSpot;// trace starts here!
vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
Explode3(&tr, DMG_EXPLOSION);
}
// Contact grenade, explode when it touches something
void CGrenade::ExplodeTouch(CBaseEntity *pOther)
{
TraceResult tr;
Vector vecSpot; // trace starts here!
pev->enemy = pOther->edict();
vecSpot = pev->origin - pev->velocity.Normalize() * 32.0f;
UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr);
Explode(&tr, DMG_BLAST);
}
void CGrenade::DangerSoundThink()
{
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
#ifndef REGAMEDLL_FIXES
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2);
#endif
pev->nextthink = gpGlobals->time + 0.2f;
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5f;
}
}
void CGrenade::BounceTouch(CBaseEntity *pOther)
{
// don't hit the guy that launched this grenade
if (pOther->edict() == pev->owner)
return;
if (FClassnameIs(pOther->pev, "func_breakable") && pOther->pev->rendermode != kRenderNormal)
{
pev->velocity = pev->velocity * -2.0f;
return;
}
Vector vecTestVelocity;
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = pev->velocity;
vecTestVelocity.z *= 0.7f;
#ifndef REGAMEDLL_FIXES
if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60.0f)
{
// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
// go ahead and emit the danger sound.
// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4f, 0.3);
m_fRegisteredSound = TRUE;
}
#endif
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.8f;
pev->sequence = RANDOM_LONG(1, 1); // TODO: what?
}
else
{
if (m_iBounceCount < 5)
{
// play bounce sound
BounceSound();
}
if (m_iBounceCount >= 10)
{
pev->groundentity = ENT(0);
pev->flags |= FL_ONGROUND;
pev->velocity = g_vecZero;
}
m_iBounceCount++;
}
pev->framerate = pev->velocity.Length() / 200.0f;
if (pev->framerate > 1)
{
pev->framerate = 1.0f;
}
else if (pev->framerate < 0.5f)
{
pev->framerate = 0.0f;
}
}
void CGrenade::SlideTouch(CBaseEntity *pOther)
{
// don't hit the guy that launched this grenade
if (pOther->edict() == pev->owner)
return;
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95f;
}
else
{
BounceSound();
}
}
void CGrenade::BounceSound()
{
if (pev->dmg > 50.0f)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/he_bounce-1.wav", 0.25, ATTN_NORM);
return;
}
switch (RANDOM_LONG(0, 2))
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
}
}
void CGrenade::TumbleThink()
{
#ifdef REGAMEDLL_FIXES
if (pev->velocity.IsLengthGreaterThan(g_psv_maxvelocity->value))
{
pev->velocity = pev->velocity.Normalize() * g_psv_maxvelocity->value;
}
#endif
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1f;
#ifndef REGAMEDLL_FIXES
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1);
}
#endif
if (pev->dmgtime <= gpGlobals->time)
{
if (pev->dmg <= 40.0f)
{
SetThink(&CGrenade::Detonate);
}
else
{
SetThink(&CGrenade::Detonate3);
}
}
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5f;
pev->framerate = 0.2f;
}
}
void CGrenade::SG_TumbleThink()
{
#ifdef REGAMEDLL_FIXES
if (pev->velocity.IsLengthGreaterThan(g_psv_maxvelocity->value))
{
pev->velocity = pev->velocity.Normalize() * g_psv_maxvelocity->value;
}
#endif
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
if (pev->flags & FL_ONGROUND)
{
pev->velocity = pev->velocity * 0.95f;
}
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1f;
#ifndef REGAMEDLL_FIXES
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1);
}
#endif
if (pev->dmgtime <= gpGlobals->time)
{
if (pev->flags & FL_ONGROUND)
{
SetThink(&CGrenade::SG_Detonate);
}
}
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5f;
pev->framerate = 0.2f;
}
}
void CGrenade::Spawn()
{
m_iBounceCount = 0;
pev->movetype = MOVETYPE_BOUNCE;
MAKE_STRING_CLASS("grenade", pev);
m_bIsC4 = false;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/grenade.mdl");
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
pev->dmg = 30.0f;
m_fRegisteredSound = FALSE;
}
NOXREF CGrenade *CGrenade::ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
CGrenade *pGrenade = GetClassPtr<CCSGrenade>((CGrenade *)nullptr);
pGrenade->Spawn();
// contact grenades arc lower
pGrenade->pev->gravity = 0.5f; // lower gravity since grenade is aerodynamic and engine doesn't know it.
UTIL_SetOrigin(pGrenade->pev, 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->pev->nextthink = gpGlobals->time;
// Tumble in air
pGrenade->pev->avelocity.x = RANDOM_FLOAT(-100, -500);
// Explode on contact
pGrenade->SetTouch(&CGrenade::ExplodeTouch);
pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
pGrenade->m_bJustBlew = true;
return pGrenade;
}
LINK_HOOK_CUSTOM2_CHAIN(CGrenade *, ThrowHeGrenade, CGrenade::ShootTimed2, (entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent), pevOwner, vecStart, vecVelocity, time, iTeam, usEvent)
CGrenade *CGrenade::__API_HOOK(ShootTimed2)(entvars_t *pevOwner, VectorRef vecStart, VectorRef vecVelocity, float time, int iTeam, unsigned short usEvent)
{
CGrenade *pGrenade = GetClassPtr<CCSGrenade>((CGrenade *)nullptr);
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->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink(&CGrenade::TumbleThink);
pGrenade->pev->nextthink = gpGlobals->time + 0.1f;
pGrenade->pev->sequence = RANDOM_LONG(3, 6);
pGrenade->pev->framerate = 1.0f;
pGrenade->m_bJustBlew = true;
pGrenade->pev->gravity = 0.55f;
pGrenade->pev->friction = 0.7f;
pGrenade->m_iTeam = iTeam;
SET_MODEL(ENT(pGrenade->pev), "models/w_hegrenade.mdl");
pGrenade->pev->dmg = 100.0f;
return pGrenade;
}
LINK_HOOK_CUSTOM2_CHAIN(CGrenade *, ThrowFlashbang, CGrenade::ShootTimed, (entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time), pevOwner, vecStart, vecVelocity, time)
CGrenade *CGrenade::__API_HOOK(ShootTimed)(entvars_t *pevOwner, VectorRef vecStart, VectorRef vecVelocity, float time)
{
CGrenade *pGrenade = GetClassPtr<CCSGrenade>((CGrenade *)nullptr);
pGrenade->Spawn();
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = pevOwner->angles;
pGrenade->pev->owner = ENT(pevOwner);
// Bounce if touched
pGrenade->SetTouch(&CGrenade::BounceTouch);
// 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->pev->nextthink = gpGlobals->time + 0.1f;
if (time < 0.1f)
{
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->velocity = Vector(0, 0, 0);
}
pGrenade->pev->sequence = RANDOM_LONG(3, 6);
pGrenade->pev->framerate = 1.0f;
pGrenade->m_bJustBlew = true;
pGrenade->pev->gravity = 0.5f;
pGrenade->pev->friction = 0.8f;
SET_MODEL(ENT(pGrenade->pev), "models/w_flashbang.mdl");
pGrenade->pev->dmg = 35.0f;
return pGrenade;
}
constexpr float NEXT_DEFUSE_TIME = 0.5f;
LINK_HOOK_CLASS_VOID_CHAIN(CGrenade, DefuseBombStart, (CBasePlayer *pPlayer), pPlayer)
void CGrenade::__API_HOOK(DefuseBombStart)(CBasePlayer *pPlayer)
{
// freeze the player in place while defusing
SET_CLIENT_MAXSPEED(pPlayer->edict(), 1);
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_DEFUSING, pPlayer);
}
if (CSGameRules()->IsCareer() && TheCareerTasks)
{
TheCareerTasks->HandleEvent(EVENT_BOMB_DEFUSING);
}
if (pPlayer->m_bHasDefuser)
{
UTIL_LogPrintf("\"%s<%i><%s><CT>\" triggered \"Begin_Bomb_Defuse_With_Kit\"\n",
STRING(pPlayer->pev->netname),
GETPLAYERUSERID(pPlayer->edict()),
GETPLAYERAUTHID(pPlayer->edict()));
// TODO show messages on clients on event
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Defusing_Bomb_With_Defuse_Kit");
m_flDefuseCountDown = gpGlobals->time + 5.0f;
// start the progress bar
pPlayer->SetProgressBarTime(5);
}
else
{
UTIL_LogPrintf("\"%s<%i><%s><CT>\" triggered \"Begin_Bomb_Defuse_Without_Kit\"\n",
STRING(pPlayer->pev->netname),
GETPLAYERUSERID(pPlayer->edict()),
GETPLAYERAUTHID(pPlayer->edict()));
// TODO: show messages on clients on event
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Defusing_Bomb_Without_Defuse_Kit");
m_flDefuseCountDown = gpGlobals->time + 10.0f;
// start the progress bar
pPlayer->SetProgressBarTime(10);
}
pPlayer->m_bIsDefusing = true;
m_pBombDefuser = pPlayer;
m_bStartDefuse = true;
m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
#ifdef REGAMEDLL_FIXES
EMIT_SOUND(edict(), CHAN_ITEM, "weapons/c4_disarm.wav", VOL_NORM, ATTN_NORM); // Emit sound using bomb.
#else
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "weapons/c4_disarm.wav", VOL_NORM, ATTN_NORM);
#endif
}
LINK_HOOK_CLASS_VOID_CHAIN(CGrenade, DefuseBombEnd, (CBasePlayer *pPlayer, bool bDefused), pPlayer, bDefused)
void CGrenade::__API_HOOK(DefuseBombEnd)(CBasePlayer *pPlayer, bool bDefused)
{
if (bDefused)
{
// if the defuse process has ended, kill the c4
if (m_pBombDefuser->pev->deadflag == DEAD_NO)
{
#ifdef REGAMEDLL_ADD
if (!old_bomb_defused_sound.value)
#endif
{
Broadcast("BOMBDEF");
}
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_DEFUSED, (CBaseEntity *)m_pBombDefuser);
}
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9);
WRITE_BYTE(DRC_CMD_EVENT);
WRITE_SHORT(ENTINDEX(m_pBombDefuser->edict()));
WRITE_SHORT(0);
WRITE_LONG(15 | DRC_FLAG_FINAL | DRC_FLAG_FACEPLAYER | DRC_FLAG_DRAMATIC);
MESSAGE_END();
UTIL_LogPrintf("\"%s<%i><%s><CT>\" triggered \"Defused_The_Bomb\"\n",
STRING(m_pBombDefuser->pev->netname),
GETPLAYERUSERID(m_pBombDefuser->edict()),
GETPLAYERAUTHID(m_pBombDefuser->edict()));
UTIL_EmitAmbientSound(ENT(pev), pev->origin, "weapons/c4_beep5.wav", 0, ATTN_NONE, SND_STOP, 0);
EMIT_SOUND(ENT(m_pBombDefuser->pev), CHAN_WEAPON, "weapons/c4_disarmed.wav", VOL_NORM, ATTN_NORM);
UTIL_Remove(this);
m_bJustBlew = true;
// release the player from being frozen
pPlayer->ResetMaxSpeed();
pPlayer->m_bIsDefusing = false;
MESSAGE_BEGIN(MSG_ALL, gmsgScenarioIcon);
WRITE_BYTE(0);
MESSAGE_END();
if (CSGameRules()->IsCareer() && !pPlayer->IsBot())
{
if (TheCareerTasks)
{
TheCareerTasks->HandleEvent(EVENT_BOMB_DEFUSED, pPlayer);
}
}
CSGameRules()->m_bBombDefused = true;
CSGameRules()->CheckWinConditions();
#ifdef REGAMEDLL_ADD
m_pBombDefuser->pev->frags += (int)give_c4_frags.value;
#else
// give the defuser credit for defusing the bomb
m_pBombDefuser->pev->frags += 3.0f;
#endif
MESSAGE_BEGIN(MSG_ALL, gmsgBombPickup);
MESSAGE_END();
g_pGameRules->m_bBombDropped = FALSE;
m_pBombDefuser = nullptr;
m_bStartDefuse = false;
}
else
{
// if it gets here then the previouse defuser has taken off or been killed
// release the player from being frozen
pPlayer->ResetMaxSpeed();
pPlayer->m_bIsDefusing = false;
m_bStartDefuse = false;
m_pBombDefuser = nullptr;
#ifdef REGAMEDLL_FIXES
pPlayer->SetProgressBarTime(0);
#endif
// tell the bots someone has aborted defusing
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_DEFUSE_ABORTED);
}
}
}
else
{
int iOnGround = ((m_pBombDefuser->pev->flags & FL_ONGROUND) == FL_ONGROUND);
if (!iOnGround)
{
ClientPrint(m_pBombDefuser->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground");
}
// release the player from being frozen
pPlayer->ResetMaxSpeed();
pPlayer->m_bIsDefusing = false;
// cancel the progress bar
pPlayer->SetProgressBarTime(0);
m_pBombDefuser = nullptr;
m_bStartDefuse = false;
m_flDefuseCountDown = 0;
// tell the bots someone has aborted defusing
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_DEFUSE_ABORTED);
}
}
}
void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
if (!m_bIsC4)
return;
// TODO: We must be sure that the activator is a player.
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pActivator->pev);
#ifdef REGAMEDLL_FIXES
if (!pPlayer->IsPlayer())
return;
#endif
// For CTs to defuse the c4
if (pPlayer->m_iTeam != CT)
{
return;
}
if (m_bStartDefuse)
{
#ifdef REGAMEDLL_FIXES
if (m_pBombDefuser == pPlayer)
#endif
{
m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
}
return;
}
#ifdef REGAMEDLL_FIXES
else if ((pPlayer->pev->flags & FL_ONGROUND) != FL_ONGROUND) // Defuse should start only on ground
{
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground");
return;
}
#endif
DefuseBombStart(pPlayer);
}
LINK_HOOK_CUSTOM2_CHAIN(CGrenade *, PlantBomb, CGrenade::ShootSatchelCharge, (entvars_t *pevOwner, Vector vecStart, Vector vecAngles), pevOwner, vecStart, vecAngles)
CGrenade *CGrenade::__API_HOOK(ShootSatchelCharge)(entvars_t *pevOwner, VectorRef vecStart, VectorRef vecAngles)
{
CGrenade *pGrenade = GetClassPtr<CCSGrenade>((CGrenade *)nullptr);
pGrenade->pev->movetype = MOVETYPE_TOSS;
MAKE_STRING_CLASS("grenade", pGrenade->pev);
pGrenade->pev->solid = SOLID_BBOX;
// Change this to satchel charge model
SET_MODEL(ENT(pGrenade->pev), "models/w_c4.mdl");
UTIL_SetSize(pGrenade->pev, Vector(-3, -6, 0), Vector(3, 6, 8));
pGrenade->pev->dmg = 100.0f;
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->pev->velocity = g_vecZero;
pGrenade->pev->angles = vecAngles;
if (pevOwner)
pGrenade->pev->owner = ENT(pevOwner);
else
pGrenade->pev->owner = nullptr;
// Detonate in "time" seconds
pGrenade->SetThink(&CGrenade::C4Think);
pGrenade->SetTouch(&CGrenade::C4Touch);
pGrenade->pev->spawnflags = SF_DETONATE;
#ifdef REGAMEDLL_FIXES
TraceResult tr;
UTIL_TraceLine(vecStart, vecStart + Vector(0, 0, -8192), ignore_monsters, pGrenade->pev->owner, &tr);
pGrenade->pev->oldorigin = (tr.flFraction == 1.0) ? vecStart : tr.vecEndPos;
pGrenade->pev->nextthink = gpGlobals->time + 0.01f;
#else
pGrenade->pev->nextthink = gpGlobals->time + 0.1f;
#endif
pGrenade->m_flC4Blow = gpGlobals->time + CSGameRules()->m_iC4Timer;
pGrenade->m_flNextFreqInterval = float(CSGameRules()->m_iC4Timer / 4);
pGrenade->m_flNextFreq = gpGlobals->time;
pGrenade->m_iCurWave = 0;
pGrenade->m_fAttenu = 0;
pGrenade->m_sBeepName = nullptr;
pGrenade->m_flNextBeep = gpGlobals->time + 0.5f;
pGrenade->m_bIsC4 = true;
pGrenade->m_fNextDefuse = 0;
pGrenade->m_bStartDefuse = false;
pGrenade->m_flNextBlink = gpGlobals->time + 2.0f;
pGrenade->pev->friction = 0.9f;
pGrenade->m_bJustBlew = false;
edict_t *pEntCurBombTarget = nullptr;
if (pevOwner)
{
CBasePlayer *pOwner = CBasePlayer::Instance(pevOwner);
if (pOwner && pOwner->IsPlayer())
pEntCurBombTarget = pOwner->m_pentCurBombTarget;
}
pGrenade->m_pentCurBombTarget = pEntCurBombTarget;
return pGrenade;
}
LINK_HOOK_CUSTOM2_CHAIN(CGrenade *, ThrowSmokeGrenade, CGrenade::ShootSmokeGrenade, (entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent), pevOwner, vecStart, vecVelocity, time, usEvent)
CGrenade *CGrenade::__API_HOOK(ShootSmokeGrenade)(entvars_t *pevOwner, VectorRef vecStart, VectorRef vecVelocity, float time, unsigned short usEvent)
{
CGrenade *pGrenade = GetClassPtr<CCSGrenade>((CGrenade *)nullptr);
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->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink(&CGrenade::SG_TumbleThink);
pGrenade->pev->nextthink = gpGlobals->time + 0.1f;
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 = 1.0f;
pGrenade->m_bJustBlew = true;
pGrenade->pev->gravity = 0.5f;
pGrenade->pev->friction = 0.8f;
pGrenade->m_SGSmoke = 0;
SET_MODEL(ENT(pGrenade->pev), "models/w_smokegrenade.mdl");
pGrenade->pev->dmg = 35.0f;
return pGrenade;
}
void AnnounceFlashInterval(float interval, float offset)
{
if (!AreRunningCZero()
#ifdef REGAMEDLL_ADD
&& !show_scenarioicon.value
#endif
)
{
return;
}
MESSAGE_BEGIN(MSG_ALL, gmsgScenarioIcon);
WRITE_BYTE(1);
WRITE_STRING("bombticking");
WRITE_BYTE(255);
WRITE_SHORT(int(interval)); // interval
WRITE_SHORT(int(offset));
MESSAGE_END();
}
void CGrenade::C4Think()
{
#ifdef REGAMEDLL_FIXES
if (pev->velocity.IsLengthGreaterThan(g_psv_maxvelocity->value))
{
pev->velocity = pev->velocity.Normalize() * g_psv_maxvelocity->value;
}
#endif
if (!IsInWorld())
{
#ifdef REGAMEDLL_FIXES
pev->origin = pev->oldorigin;
if (DROP_TO_FLOOR(edict()) > 0)
{
pev->velocity = g_vecZero;
}
#else
UTIL_Remove(this);
return;
#endif
}
#ifdef REGAMEDLL_FIXES
pev->nextthink = gpGlobals->time + 0.01f;
#else
pev->nextthink = gpGlobals->time + 0.12f;
#endif
if (gpGlobals->time >= m_flNextFreq)
{
m_flNextFreq = gpGlobals->time + m_flNextFreqInterval;
m_flNextFreqInterval *= 0.9f;
switch (m_iCurWave)
{
case 0:
m_sBeepName = "weapons/c4_beep1.wav";
m_fAttenu = 1.5f;
AnnounceFlashInterval(139);
break;
case 1:
m_sBeepName = "weapons/c4_beep2.wav";
m_fAttenu = 1.0f;
AnnounceFlashInterval(69, 10);
break;
case 2:
m_sBeepName = "weapons/c4_beep3.wav";
m_fAttenu = 0.8f;
AnnounceFlashInterval(40);
break;
case 3:
m_sBeepName = "weapons/c4_beep4.wav";
m_fAttenu = 0.5f;
AnnounceFlashInterval(30);
break;
case 4:
m_sBeepName = "weapons/c4_beep5.wav";
m_fAttenu = 0.2f;
AnnounceFlashInterval(20);
break;
}
m_iCurWave++;
}
if (gpGlobals->time >= m_flNextBeep)
{
m_flNextBeep = gpGlobals->time + 1.4f;
EMIT_SOUND(ENT(pev), CHAN_VOICE, m_sBeepName, VOL_NORM, m_fAttenu);
// let the bots hear the bomb beeping
// BOTPORT: Emit beep events at same time as client effects
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_BEEP, this);
}
}
if (gpGlobals->time >= m_flNextBlink)
{
m_flNextBlink = gpGlobals->time + 2.0f;
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_GLOWSPRITE);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 5.0f);
WRITE_SHORT(g_sModelIndexC4Glow);
WRITE_BYTE(1);
WRITE_BYTE(3);
WRITE_BYTE(255);
MESSAGE_END();
}
// If the timer has expired ! blow this bomb up!
#ifdef REGAMEDLL_FIXES
if (gpGlobals->time >= m_flC4Blow && (!(m_bStartDefuse && m_pBombDefuser) || gpGlobals->time < m_flDefuseCountDown)) // Prevent exploding after defusing.
#else
if (gpGlobals->time >= m_flC4Blow)
#endif
{
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_EXPLODED);
}
MESSAGE_BEGIN(MSG_ALL, gmsgScenarioIcon);
WRITE_BYTE(0);
MESSAGE_END();
#ifndef REGAMEDLL_FIXES
// BUG: Don't trigger targets until main bomb explodes (Moved to CGrenade::Explode2)
if (m_pentCurBombTarget)
{
auto pBombTarget = CBaseEntity::Instance(m_pentCurBombTarget);
if (pBombTarget)
{
pBombTarget->Use(CBaseEntity::Instance(pev->owner), this, USE_TOGGLE, 0);
}
}
#endif // #ifndef REGAMEDLL_FIXES
CBasePlayer *pBombOwner = CBasePlayer::Instance(pev->owner);
if (pBombOwner)
{
#ifdef REGAMEDLL_ADD
pBombOwner->pev->frags += (int)give_c4_frags.value;
#else
pBombOwner->pev->frags += 3.0f;
#endif
}
MESSAGE_BEGIN(MSG_ALL, gmsgBombPickup);
MESSAGE_END();
g_pGameRules->m_bBombDropped = FALSE;
#ifndef REGAMEDLL_FIXES
if (pev->waterlevel != 0)
UTIL_Remove(this); // Causes infinite round
else
#endif
{
SetThink(&CGrenade::Detonate2);
}
}
// if the defusing process has started
if (m_bStartDefuse && m_pBombDefuser)
{
CBasePlayer *pPlayer = m_pBombDefuser;
// if the defusing process has not ended yet
if (gpGlobals->time < m_flDefuseCountDown)
{
int iOnGround = ((m_pBombDefuser->pev->flags & FL_ONGROUND) == FL_ONGROUND);
// if the bomb defuser has stopped defusing the bomb
if (gpGlobals->time > m_fNextDefuse || !iOnGround)
{
DefuseBombEnd(pPlayer, false);
}
}
else
{
DefuseBombEnd(pPlayer, true);
}
}
}
void CGrenade::C4Touch(CBaseEntity *pOther)
{
;
}
NOXREF void CGrenade::UseSatchelCharges(entvars_t *pevOwner, SATCHELCODE code)
{
if (!pevOwner)
return;
edict_t *pentFind = nullptr;
CBaseEntity *pOwner = CBaseEntity::Instance(pevOwner);
while ((pentFind = FIND_ENTITY_BY_CLASSNAME(pentFind, "grenade")))
{
if (FNullEnt(pentFind))
break;
CBaseEntity *pEnt = Instance(pentFind);
if (pEnt)
{
if ((pEnt->pev->spawnflags & SF_DETONATE) && pEnt->pev->owner == pOwner->edict())
{
if (code == SATCHEL_DETONATE)
pEnt->Use(pOwner, pOwner, USE_ON, 0);
else
{
// SATCHEL_RELEASE
pEnt->pev->owner = nullptr;
}
}
}
}
}
IMPLEMENT_SAVERESTORE(CGrenade, CBaseMonster)