Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DECOY_PROJECTILE_H
#define DECOY_PROJECTILE_H
#ifdef _WIN32
#pragma once
#endif
#include "basecsgrenade_projectile.h"
#if defined( CLIENT_DLL )
class C_DecoyProjectile : public C_BaseCSGrenadeProjectile { public: DECLARE_CLASS( C_DecoyProjectile, C_BaseCSGrenadeProjectile ); DECLARE_NETWORKCLASS();
virtual bool Simulate( void );
virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect ); virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect );
private: CUtlReference<CNewParticleEffect> m_decoyParticleEffect;
};
#else // GAME_DLL
struct DecoyWeaponProfile;
class CDecoyProjectile : public CBaseCSGrenadeProjectile { public: DECLARE_CLASS( CDecoyProjectile, CBaseCSGrenadeProjectile ); DECLARE_NETWORKCLASS(); DECLARE_DATADESC();
// Overrides.
public: virtual void Spawn( void ); virtual void Precache( void ); virtual void Detonate( void ); virtual void BounceSound( void );
virtual GrenadeType_t GetGrenadeType( void ) { return GRENADE_TYPE_DECOY; }
// Grenade stuff.
static CDecoyProjectile* Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CCSWeaponInfo& weaponInfo );
private: void Think_Detonate( void ); void GunfireThink( void ); void SetTimer( float timer );
int m_shotsRemaining; float m_fExpireTime; DecoyWeaponProfile* m_pProfile; CSWeaponID m_decoyWeaponId; item_definition_index_t m_decoyWeaponDefIndex; WeaponSound_t m_decoyWeaponSoundType; };
#endif // GAME_DLL
#endif // DECOY_PROJECTILE_H
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