Dynamite Sapper

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Revision as of 03:33, 25 April 2020 by 404UNF (talk | contribs) (Creating stub article)
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The Dynamite Sapper is a scrapped Spy sapper, referenced in code in some places.

#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
 if ( !m_bIsRinging && pObject->GetHealth() < 60.0f )
 {
     int iDetonate = 0;
     CALL_ATTRIB_HOOK_INT_ON_OTHER( pBuilder, iDetonate, sapper_explodes_on_det );
     if ( iDetonate )
     {
         EmitSound( "WeaponDynamiteSapper.BellRing" );
         m_bIsRinging = true;
     }
 }

 //float flExplodeOnTimer = 0;
 //CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pBuilder, flExplodeOnTimer, sapper_explodes_on_det );

 ////if ( flExplodeOnTimer != 0 && m_flSelfDestructTime < gpGlobals->curtime )
 //if ( flExplodeOnTimer )
 //{
 //  float flDamage = pObject->GetMaxHealth() * 1.5;
 //  Explode();
 //  DestroyObject();

 //  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 );

 //  // Destroy the building by doubly applying damage
 //  pObject->TakeDamage( detInfo );

 //  // Generate Large Radius Damage
 //  float flRadius = 200.0f;    // same as pipebomb launcher
 //  CTFRadiusDamageInfo radiusinfo( &detInfo, vecOrigin, flRadius, NULL, flRadius );
 //  TFGameRules()->RadiusDamage( radiusinfo );

 //  DispatchParticleEffect( "explosionTrail_seeds_mvm", vecOrigin, GetAbsAngles() );
 //}
#endif