Files
HL2Overcharged/game/server/overcharged/grenade_molotov.cpp
2025-05-21 21:20:08 +03:00

711 lines
19 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Flaming bottle thrown from the hand
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "ammodef.h"
#include "gamerules.h"
#include "grenade_molotov.h"
#include "weapon_brickbat.h"
#include "soundent.h"
#include "decals.h"
#include "fire.h"
#include "shake.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "BloodDrips.h"
#include "EntityFlame.h"
#include "smoke_trail.h"
#include "hl2_shareddefs.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "particle_parse.h"
#include "particle_system.h"
#include "soundenvelope.h"
#include "ai_utils.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexFireball;
//ConVar sk_plr_dmg_molotov("sk_plr_dmg_molotov", "0");
//ConVar sk_npc_dmg_molotov("sk_npc_dmg_molotov", "0");
//extern ConVar sk_plr_dmg_molotov; // OLD
//extern ConVar sk_npc_dmg_molotov;
ConVar sk_molotov_radius ( "sk_molotov_radius","0");
ConVar oc_weapon_molotov_model ( "oc_weapon_molotov_model", "models/weapons/w_grenade.mdl", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Molotov w_ model" );
#define MOLOTOV_EXPLOSION_VOLUME 1024
#define MOLOTOV_MODEL oc_weapon_molotov_model.GetString()
BEGIN_DATADESC( CGrenade_Molotov )
DEFINE_FIELD( m_pFireTrail, FIELD_CLASSPTR ),
// Function Pointers
DEFINE_ENTITYFUNC( MolotovTouch ),
DEFINE_THINKFUNC( MolotovThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_molotov, CGrenade_Molotov );
void CGrenade_Molotov::Spawn( void )
{
Precache();
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
RemoveEffects( EF_NOINTERP );
PrecacheModel(GetThrower()->GetActiveWeapon()->GetWpnData().szWorldModel);
SetModel(GetThrower()->GetActiveWeapon()->GetWpnData().szWorldModel);//"models/weapons/w_molotov.mdl");//MOLOTOV_MODEL
UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
SetTouch( &CGrenade_Molotov::MolotovTouch );
SetThink( &CGrenade_Molotov::MolotovThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = cvar->FindVar("sk_plr_dmg_molotov")->GetFloat(); //sk_plr_dmg_molotov.GetFloat();
m_DmgRadius = sk_molotov_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetGravity( 1.0 );
SetFriction( 0.8 ); // Give a little bounce so can flatten
SetSequence( 1 );
//DispatchParticleEffect("weapon_molotov_flame_world", PATTACH_ABSORIGIN_FOLLOW, this);
DispatchParticleEffect("weapon_molotov_flame_world", PATTACH_POINT_FOLLOW, this, 1, false);
/*CEntityFlame *pFlame = CEntityFlame::Create(this, false);
if (pFlame != NULL)
{
pFlame->SetLifetime(5);
}*/
/*m_pFireTrail = SmokeTrail::CreateSmokeTrail();
if( m_pFireTrail )
{
m_pFireTrail->m_SpawnRate = 48;
m_pFireTrail->m_ParticleLifetime = 1.0f;
m_pFireTrail->m_StartColor.Init( 0.2f, 0.2f, 0.2f );
m_pFireTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
m_pFireTrail->m_StartSize = 8;
m_pFireTrail->m_EndSize = 32;
m_pFireTrail->m_SpawnRadius = 4;
m_pFireTrail->m_MinSpeed = 8;
m_pFireTrail->m_MaxSpeed = 16;
m_pFireTrail->m_Opacity = 0.25f;
m_pFireTrail->SetLifetime( 20.0f );
m_pFireTrail->FollowEntity( this, "0" );
}*/
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CGrenade_Molotov::MolotovTouch( CBaseEntity *pOther )
{
// Don't hit triggers or water // L1ght 15 : Damn that's should fix mistakes.
Assert( pOther );
if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) )
return;
if (pOther && (!(pOther->GetFlags() & FL_ONFIRE)))
{
CEntityFlame *pFlame = CEntityFlame::Create(pOther);
if (pFlame)
{
SetEffectEntity(NULL);
pFlame->SetAbsOrigin(GetAbsOrigin());
pFlame->AttachToEntity(pOther);
pFlame->AddEFlags(EFL_FORCE_CHECK_TRANSMIT);
//pFlame->AddEffects(EF_BRIGHTLIGHT); // create light from the fire
pFlame->SetLifetime(20.0); // burn for 20 seconds
pOther->AddFlag(FL_ONFIRE);
pOther->SetEffectEntity(pFlame);
pOther->SetRenderColor(50, 50, 50);
m_OnIgnite.FireOutput(pOther, pFlame);
/*pOther->SetOwnerEntity(pFlame); // HACKHACK - we're marking this corpse so that it won't be picked again in the future.
pOther->SetEFlags(FL_ONFIRE);
pOther->AddFlag(FL_ONFIRE);
pOther->AddEFlags(FL_ONFIRE);
pOther->AddSpawnFlags(FL_ONFIRE);*/
//DevMsg("This corpse has been handled. Moving on\n");
}
}
Detonate();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CGrenade_Molotov::Detonate( void )
{
SetModelName( NULL_STRING ); //invisible
AddSolidFlags( FSOLID_NOT_SOLID ); // intangible
m_takedamage = DAMAGE_NO;
/*
trace_t trace;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector ( 0, 0, -128 ), MASK_SOLID_BRUSHONLY,
this, COLLISION_GROUP_NONE, &trace);
// Pull out of the wall a bit
if ( trace.fraction != 1.0 )
{
SetLocalOrigin( trace.endpos + (trace.plane.normal * (m_flDamage - 24) * 0.6) );
}
int contents = UTIL_PointContents ( GetAbsOrigin() );
if ( (contents & MASK_WATER) )
{
UTIL_Remove( this );
return;
}
EmitSound( "Grenade_Molotov.Detonate");
// Start some fires
int i;
QAngle vecTraceAngles;
Vector vecTraceDir;
trace_t firetrace;
for( i = 0 ; i < 16 ; i++ )
{
// build a little ray
vecTraceAngles[PITCH] = random->RandomFloat(45, 135);
vecTraceAngles[YAW] = random->RandomFloat(0, 360);
vecTraceAngles[ROLL] = 0.0f;
AngleVectors( vecTraceAngles, &vecTraceDir );
Vector vecStart, vecEnd;
vecStart = GetAbsOrigin() + ( trace.plane.normal * 128 );
vecEnd = vecStart + vecTraceDir * 512;
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &firetrace );
Vector ofsDir = ( firetrace.endpos - GetAbsOrigin() );
float offset = VectorNormalize( ofsDir );
if ( offset > 128 )
offset = 128;
//Get our scale based on distance
float scale = 0.1f + ( 0.75f * ( 1.0f - ( offset / 128.0f ) ) );
float growth = 0.1f + ( 0.75f * ( offset / 128.0f ) );
if( firetrace.fraction != 1.0 )
{
FireSystem_StartFire( firetrace.endpos, scale, growth, 30.0f, (SF_FIRE_START_ON|SF_FIRE_SMOKELESS|SF_FIRE_NO_GLOW), (CBaseEntity*) this, FIRE_NATURAL );
}
}
CPASFilter filter2( trace.endpos );
*/
CBaseEntity *pOwner;
pOwner = GetOwnerEntity();
SetOwnerEntity( NULL ); // can't traceline attack owner if this is set
//UTIL_DecalTrace( &trace, "Scorch" );
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
//RadiusDamage( CTakeDamageInfo( this, pOwner, m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
AddEffects( EF_NODRAW );
SetAbsVelocity( vec3_origin );
SetNextThink( gpGlobals->curtime + 0.2 );
if ( m_pFireTrail )
{
UTIL_Remove( m_pFireTrail );
}
UTIL_Remove(this);
FireSystem_StartFire(GetAbsOrigin(), 1 * random->RandomFloat(1, 50), 0.2f, random->RandomInt(10, 30), (SF_FIRE_START_ON | SF_FIRE_SMOKELESS), (CBaseEntity*) this, FIRE_PLASMA);//firetrace.endpos
int MaxDrips = RandomInt(34, 52);
Vector vecToss, vecTraceDir;
//if (info.GetDamageType() & (DMG_BULLET | DMG_SHOCK))
{
for (int i = 0; i < MaxDrips; i++)
{
vecTraceDir = WorldSpaceCenter();
//if (LastHitGroup() == HITGROUP_CHEST)
{
vecTraceDir.x += random->RandomFloat(-0.2, 0.2);
vecTraceDir.y += random->RandomFloat(-0.2, 0.2);
vecTraceDir.z += random->RandomFloat(-0.2, 0.2);
}
/*if (LastHitGroup() == HITGROUP_HEAD)
{
vecTraceDir.x += random->RandomFloat(0.1, 0.4);
vecTraceDir.y += random->RandomFloat(0.1, 0.4);
vecTraceDir.z += random->RandomFloat(12.1, 12.4);
}
if (LastHitGroup() == HITGROUP_LEFTARM)
{
vecTraceDir.x += random->RandomFloat(0.1, 0.2);
vecTraceDir.y += random->RandomFloat(-12.1, -12.4);
vecTraceDir.z += random->RandomFloat(0.1, 0.2);
}
if (LastHitGroup() == HITGROUP_RIGHTARM)
{
vecTraceDir.x += random->RandomFloat(0.1, 0.2);
vecTraceDir.y += random->RandomFloat(12.1, 12.4);
vecTraceDir.z += random->RandomFloat(0.1, 0.2);
}
if (LastHitGroup() == HITGROUP_LEFTLEG)
{
vecTraceDir.x += random->RandomFloat(0.1, 0.2);
vecTraceDir.y += random->RandomFloat(-12.1, -12.4);
vecTraceDir.z += random->RandomFloat(-20.1, -20.2);
}
if (LastHitGroup() == HITGROUP_RIGHTLEG)
{
vecTraceDir.x += random->RandomFloat(0.1, 0.2);
vecTraceDir.y += random->RandomFloat(12.1, 12.4);
vecTraceDir.z += random->RandomFloat(-20.1, -20.2);
}*/
// Set the velocity
Vector vecVelocity;
AngularImpulse angImpulse;
QAngle angles;
angles.x = random->RandomFloat(-70, 20);
angles.y = random->RandomFloat(0, 360);
angles.z = 0.0f;
AngleVectors(angles, &vecVelocity);
vecVelocity *= random->RandomFloat(150, 300);
vecVelocity += GetAbsVelocity();
angImpulse = RandomAngularImpulse(-180, 180);
CMolotovEmbers *pGrenade = (CMolotovEmbers*)CreateEntityByName("molotov_embers");
//pGrenade->SetAbsOrigin(vecTraceDir);
pGrenade->SetLocalOrigin(vecTraceDir);
pGrenade->SetAbsAngles(RandomAngle(0, 360));
DispatchSpawn(pGrenade);
//pGrenade->SetThrower(this);
//pGrenade->SetOwnerEntity(this);
pGrenade->SetAbsVelocity(vecVelocity);
}
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenade_Molotov::MolotovThink( void )
{
// See if I can lose my owner (has dropper moved out of way?)
// Want do this so owner can throw the brickbat
if (GetOwnerEntity())
{
trace_t tr;
Vector vUpABit = GetAbsOrigin();
vUpABit.z += 5.0;
CBaseEntity* saveOwner = GetOwnerEntity();
SetOwnerEntity( NULL );
UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
if ( tr.startsolid || tr.fraction != 1.0 )
{
SetOwnerEntity( saveOwner );
}
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CGrenade_Molotov::Precache( void )
{
PrecacheModel(MOLOTOV_MODEL); //"models/weapons/w_bb_bottle.mdl");
UTIL_PrecacheOther("_firesmoke");
PrecacheScriptSound( "Grenade_Molotov.Detonate" );
PrecacheParticleSystem("weapon_molotov_flame_world");
BaseClass::Precache();
}
//ConVar sk_BloodDrips_dmg("sk_BloodDrips_dmg", "20", FCVAR_NONE, "Total damage done by an individual antlion worker loogie.");
ConVar sk_molotov_embers_radius("sk_molotov_embers_radius", "40", FCVAR_NONE, "Radius of effect for an antlion worker spit grenade.");
ConVar sk_molotov_embers_ratio("sk_molotov_embers_ratio", "0.3", FCVAR_NONE, "Percentage of an antlion worker's spit damage done as poison (which regenerates)");
LINK_ENTITY_TO_CLASS(molotov_embers, CMolotovEmbers);
BEGIN_DATADESC(CMolotovEmbers)
DEFINE_FIELD(m_bPlaySound, FIELD_BOOLEAN),
// Function pointers
DEFINE_ENTITYFUNC(BloodDripsTouch),
END_DATADESC()
CMolotovEmbers::CMolotovEmbers(void) : m_bPlaySound(true), m_pHissSound(NULL)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMolotovEmbers::Spawn(void)
{
Precache();
SetSolid(SOLID_BBOX);
SetMoveType(MOVETYPE_FLYGRAVITY);
SetSolidFlags(FSOLID_NOT_STANDABLE);
Vector SizeMin(0.2, 0.2, 0.2), SizeMax(1, 1, 1);
//SetModel("models/weapons/flare.mdl");
SetModel("models/ballsphere.mdl");
SetModelScale(0);//0.01f, 0.0f);
UTIL_SetSize(this, SizeMin, SizeMax);
SetModelScale(0.2f);
SetUse(&CBaseGrenade::DetonateUse);
SetTouch(&CMolotovEmbers::BloodDripsTouch);
SetNextThink(gpGlobals->curtime + 0.1f);
//m_flDamage = sk_BloodDrips_dmg.GetFloat();
m_DmgRadius = sk_molotov_embers_radius.GetFloat();
m_takedamage = DAMAGE_NO;
m_iHealth = 1;
SetGravity(UTIL_ScaleForGravity(EMBERS_GRAVITY));
SetFriction(0.8f);
SetCollisionGroup(HL2COLLISION_GROUP_SPIT);
AddEFlags(EFL_FORCE_CHECK_TRANSMIT);
// We're self-illuminating, so we don't take or give shadows
AddEffects(EF_NOSHADOW | EF_NORECEIVESHADOW);
CEntityFlame *pFlame = CEntityFlame::Create(this, false);
if (pFlame != NULL)
{
pFlame->SetLifetime(5);
}
DispatchParticleEffect("weapon_molotov_flame_world", PATTACH_ABSORIGIN_FOLLOW, this);
}
void CMolotovEmbers::SetBloodDripsSize(int nSize)
{
/*switch (nSize)
{
case REDSPIT_LARGE:
{
m_bPlaySound = true;
SetModel("models/spitball_large.mdl");
break;
}
case REDSPIT_MEDIUM:
{
m_bPlaySound = true;
//m_flDamage *= 0.5f;
SetModel("models/spitball_medium.mdl");
break;
}*/
//case REDSPIT_SMALL:
{
m_bPlaySound = false;
//m_flDamage *= 0.25f;
SetModel("models/spitball_small.mdl");
//break;
}
//}
}
void CMolotovEmbers::Event_Killed(const CTakeDamageInfo &info)
{
Detonate();
}
//-----------------------------------------------------------------------------
// Purpose: Handle spitting
//-----------------------------------------------------------------------------
void CMolotovEmbers::BloodDripsTouch(CBaseEntity *pOther)
{
if (pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER))
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
if ((pOther->m_takedamage == DAMAGE_NO) || (pOther->m_takedamage == DAMAGE_EVENTS_ONLY))
return;
}
// Don't hit other spit
if (pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT)
return;
// We want to collide with water
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
if (pOther == this->GetParent())
return;
// copy out some important things about this trace, because the first TakeDamage
// call below may cause another trace that overwrites the one global pTrace points
// at.
bool bHitWater = ((pTrace->contents & CONTENTS_WATER) != 0);
// CBaseEntity *const pTraceEnt = pTrace->m_pEnt;
const Vector tracePlaneNormal = pTrace->plane.normal;
if (bHitWater)
{
// Splash!
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = pTrace->endpos;
data.m_vNormal = Vector(0, 0, 1);
data.m_flScale = 8.0f;
DispatchEffect("watersplash", data);
}
StopParticleEffects(this);
if (pOther && !(pOther->GetFlags() & FL_ONFIRE))
{
CEntityFlame *pFlame = CEntityFlame::Create(pOther);
if (pFlame)
{
SetEffectEntity(NULL);
pFlame->SetAbsOrigin(GetAbsOrigin());
pFlame->AttachToEntity(pOther);
pFlame->AddEFlags(EFL_FORCE_CHECK_TRANSMIT);
//pFlame->AddEffects(EF_BRIGHTLIGHT); // create light from the fire
pFlame->SetLifetime(20.0); // burn for 20 seconds
//pOther->AddSpawnFlags(FL_ONFIRE);
pOther->AddFlag(FL_ONFIRE);
pOther->SetEffectEntity(pFlame);
pOther->SetRenderColor(50, 50, 50);
m_OnIgnite.FireOutput(pOther, pFlame);
//pOther->SetOwnerEntity(pFlame); // HACKHACK - we're marking this corpse so that it won't be picked again in the future.
//DevMsg("This corpse has been handled. Moving on\n");
}
}
//pOther->SetEFlags(FL_ONFIRE);
//pOther->AddFlag(FL_ONFIRE);
//pOther->AddSpawnFlags(FL_ONFIRE);
Detonate();
}
void CMolotovEmbers::Detonate(void)
{
trace_t trace;
UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin()/* + Vector(0, 0, -128)*/, MASK_SOLID_BRUSHONLY,
this, COLLISION_GROUP_NONE, &trace);
// Pull out of the wall a bit
if (trace.fraction != 1.0)
{
//SetLocalOrigin(trace.endpos + (trace.plane.normal * (m_flDamage - 24) * 0.6));
}
int contents = UTIL_PointContents(GetAbsOrigin());
if ((contents & MASK_WATER))
{
UTIL_Remove(this);
return;
}
//EmitSound("Grenade_Molotov.Detonate");
QAngle vecTraceAngles;
Vector vecTraceDir;
trace_t firetrace;
for (int i = 0; i < random->RandomInt(20,52); i++)
{
// build a little ray
//vecTraceAngles[PITCH] = random->RandomFloat(45, 135);
//vecTraceAngles[YAW] = random->RandomFloat(0, 360);
vecTraceAngles[PITCH] = 0;
vecTraceAngles[YAW] = 0;
vecTraceAngles[ROLL] = random->RandomFloat(-360, 360);
AngleVectors(vecTraceAngles, &vecTraceDir);
Vector vecStart, vecEnd;
vecStart = GetAbsOrigin() + (trace.plane.normal * 128);
vecEnd = vecStart + vecTraceDir;// *random->RandomFloat(2.f, 15.f);
UTIL_TraceLine(vecStart, vecEnd, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &firetrace);
Vector ofsDir = (firetrace.endpos - GetAbsOrigin());
float offset = VectorNormalize(ofsDir);
if (offset > 128)
offset = 128;
//Get our scale based on distance
float scale = 0.1f + (0.75f * (1.0f - (offset / 128.0f)));
//float growth = 0.1f + (0.75f * (offset / 128.0f));
if (firetrace.fraction != 1.0)
{
FireSystem_StartFire(firetrace.endpos, scale*random->RandomFloat(10, 70), 0.2f, random->RandomFloat(7, 30), (SF_FIRE_START_ON | SF_FIRE_SMOKELESS ), (CBaseEntity*) this, FIRE_NATURAL);//firetrace.endpos
}
}
CPASFilter filter2(trace.endpos);
UTIL_DecalTrace( &trace, "Scorch" );
m_takedamage = DAMAGE_NO;
EmitSound("BloodDrips.Hit");
// Stop our hissing sound
if (m_pHissSound != NULL)
{
CSoundEnvelopeController::GetController().SoundDestroy(m_pHissSound);
m_pHissSound = NULL;
}
if (m_hSpitEffect)
{
UTIL_Remove(m_hSpitEffect);
}
StopParticleEffects(this);
UTIL_Remove(this);
}
void CMolotovEmbers::InitHissSound(void)
{
if (m_bPlaySound == false)
return;
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if (m_pHissSound == NULL)
{
/*CPASAttenuationFilter filter(this);
m_pHissSound = controller.SoundCreate(filter, entindex(), "NPC_Antlion.PoisonBall");
controller.Play(m_pHissSound, 1.0f, 100);*/
}
}
void CMolotovEmbers::Think(void)
{
InitHissSound();
if (m_pHissSound == NULL)
return;
SetModelScale(0.01f, 0.0f);
// Add a doppler effect to the balls as they travel
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if (pPlayer != NULL)
{
Vector dir;
VectorSubtract(pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir);
VectorNormalize(dir);
float velReceiver = DotProduct(pPlayer->GetAbsVelocity(), dir);
float velTransmitter = -DotProduct(GetAbsVelocity(), dir);
// speed of sound == 13049in/s
int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));
// clamp pitch shifts
if (iPitch > 250)
{
iPitch = 250;
}
if (iPitch < 50)
{
iPitch = 50;
}
// Set the pitch we've calculated
//CSoundEnvelopeController::GetController().SoundChangePitch(m_pHissSound, iPitch, 0.1f);
}
DispatchParticleEffect("blood_spit_trail", PATTACH_ABSORIGIN_FOLLOW, this);
// Set us up to think again shortly
SetNextThink(gpGlobals->curtime + 0.05f);
}
void CMolotovEmbers::Precache(void)
{
PrecacheModel("models/props_hive/larval_essence.mdl");
PrecacheModel("models/spitball_large.mdl");
PrecacheModel("models/spitball_medium.mdl");
PrecacheModel("models/spitball_small.mdl");
PrecacheModel("models/weapons/flare.mdl");
PrecacheScriptSound("BloodDrips.Hit");
PrecacheModel("models/ballsphere.mdl");
PrecacheParticleSystem("weapon_molotov_flame_world");
PrecacheParticleSystem("grenade_spit");
PrecacheParticleSystem("grenade_spit_trail");
PrecacheParticleSystem("blood_spit_trail");
}