Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASECSGRENADE_PROJECTILE_H
#define BASECSGRENADE_PROJECTILE_H
#ifdef _WIN32
#pragma once
#endif
#include "basegrenade_shared.h"
#ifdef CLIENT_DLL
#define CBaseCSGrenadeProjectile C_BaseCSGrenadeProjectile
#else
class CCSWeaponInfo; #endif
class CBaseCSGrenadeProjectile : public CBaseGrenade { public: DECLARE_CLASS( CBaseCSGrenadeProjectile, CBaseGrenade ); DECLARE_NETWORKCLASS();
virtual void Spawn(); //virtual bool IsGrenadeProjectile( void ) { return true; };
public:
// This gets sent to the client and placed in the client's interpolation history
// so the projectile starts out moving right off the bat.
CNetworkVector( m_vInitialVelocity ); CNetworkVar( int, m_nBounces );
#ifdef CLIENT_DLL
CBaseCSGrenadeProjectile() {} CBaseCSGrenadeProjectile( const CBaseCSGrenadeProjectile& ) {} virtual ~CBaseCSGrenadeProjectile(); virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual void PostDataUpdate( DataUpdateType_t type ); virtual void ClientThink( void );
void CreateGrenadeTrail( void );
float m_flSpawnTime; Vector vecLastTrailLinePos; float flNextTrailLineTime; #else
DECLARE_DATADESC();
CBaseCSGrenadeProjectile() : m_pWeaponInfo(NULL), m_bDetonationRecorded(false) {} virtual void PostConstructor( const char *className ); virtual ~CBaseCSGrenadeProjectile();
virtual void Precache();
virtual int UpdateTransmitState(); virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
//Constants for all CS Grenades
static inline float GetGrenadeGravity() { return 0.4f; } static inline const float GetGrenadeFriction() { return 0.2f; } static inline const float GetGrenadeElasticity() { return 0.45f; }
//Think function to emit danger sounds for the AI
void DangerSoundThink( void );
virtual void OnBounced( void ) {} virtual void Explode( trace_t *pTrace, int bitsDamageType ); virtual float GetShakeAmplitude( void ) { return 0.0f; } virtual void Splash();
virtual GrenadeType_t GetGrenadeType( void ) { return GRENADE_TYPE_EXPLOSIVE; }
// Specify what velocity we want the grenade to have on the client immediately.
// Without this, the entity wouldn't have an interpolation history initially, so it would
// sit still until it had gotten a few updates from the server.
void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity );
// [jpaquin] give grenade projectiles a link back to the type
// of weapon they are
const CCSWeaponInfo *m_pWeaponInfo;
enum { GRENADE_EXTINGUISHED_INFERNO = 1 << 0, }; uint8 m_unOGSExtraFlags; // Misc flags about the grenade's effect in game to report to ogs
EHANDLE m_lastHitPlayer;
void DetonateOnNextThink( void ) { m_flDetonateTime = 0.0f; }
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
protected:
//Set the time to detonate ( now + timer )
void SetDetonateTimerLength( float timer );
// Called when this grenade explodes. If your decended class overides some part of the detonation process
// and prevents detonate from being called, you need to call this to make ogs still records it.
void RecordDetonation( void ); bool m_bDetonationRecorded;
private: //Custom collision to allow for constant elasticity on hit surfaces
virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); float m_flDetonateTime;
#endif
};
#endif // BASECSGRENADE_PROJECTILE_H
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