Difference between revisions of "Dynamite Sapper"
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− | The '''Dynamite Sapper''' is a scrapped Spy sapper, referenced in code in some places. | + | The '''Dynamite Sapper''' is a scrapped Spy sapper, referenced in code in some places. It would work similarly to other Sappers, only it would explode on detonation doing a large amount of damage to anyone unlucky enough to be in range. |
<!--Begin-->#ifdef STAGING_ONLY | <!--Begin-->#ifdef STAGING_ONLY |
Revision as of 03:48, 25 April 2020
“Ok guys, bad news: we lost that last one.” This article documents experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
The Dynamite Sapper is a scrapped Spy sapper, referenced in code in some places. It would work similarly to other Sappers, only it would explode on detonation doing a large amount of damage to anyone unlucky enough to be in range.
#ifdef STAGING_ONLY PrecacheScriptSound( "WeaponDynamiteSapper.TickTock" ); PrecacheScriptSound( "WeaponDynamiteSapper.BellRing" ); #endif
#ifdef STAGING_ONLY // // Attr on Det float flExplodeOnTimer = 0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), flExplodeOnTimer, sapper_explodes_on_det ); if ( flExplodeOnTimer ) { EmitSound( "Weapon_Sapper.Timer" ); return "WeaponDynamiteSapper.TickTock"; } #endif
#ifdef STAGING_ONLY CTFPlayer *pBuilder = GetBuilder(); if ( pBuilder && pParent->GetHealth() < 0 ) { // Attr on Det float flExplodeOnTimer = 0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pBuilder, flExplodeOnTimer, sapper_explodes_on_det ); if ( flExplodeOnTimer ) { float flDamage = pParent->GetMaxHealth() * 1.5; Vector vecOrigin = GetAbsOrigin(); // Use the building as the det position CTakeDamageInfo detInfo; detInfo.SetDamage( flDamage ); detInfo.SetAttacker( this ); detInfo.SetInflictor( this ); detInfo.SetDamageType( DMG_BLAST ); // Generate Large Radius Damage float flRadius = 200.0f; CTFRadiusDamageInfo radiusinfo( &detInfo, vecOrigin, flRadius, NULL, flRadius ); TFGameRules()->RadiusDamage( radiusinfo ); DispatchParticleEffect( "explosionTrail_seeds_mvm", vecOrigin, GetAbsAngles() ); } } #endif
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