Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SENSORGRENADE_PROJECTILE_H
#define SENSORGRENADE_PROJECTILE_H
#ifdef _WIN32
#pragma once
#endif
#include "basecsgrenade_projectile.h"
#if defined( CLIENT_DLL )
#include "c_props.h"
#else // GAME_DLL
#include "props.h"
#endif
#if defined( CLIENT_DLL )
class C_SensorGrenadeProjectile : public C_BaseCSGrenadeProjectile//, public C_BreakableProp
{ public: DECLARE_CLASS( C_SensorGrenadeProjectile, 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_sensorgrenadeParticleEffect;
};
#else // GAME_DLL
struct SensorGrenadeWeaponProfile;
class CSensorGrenadeProjectile : public CBaseCSGrenadeProjectile//, public CBreakableProp
{ public: DECLARE_CLASS( CSensorGrenadeProjectile, CBaseCSGrenadeProjectile ); DECLARE_NETWORKCLASS(); DECLARE_DATADESC();
// Overrides.
public: virtual void Spawn( void ); virtual void Precache( void ); virtual void Detonate( void ); virtual void BounceTouch( CBaseEntity *other ); virtual void BounceSound( void );
virtual GrenadeType_t GetGrenadeType( void ) { return GRENADE_TYPE_SENSOR; }
// Grenade stuff.
static CSensorGrenadeProjectile* Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CCSWeaponInfo& weaponInfo );
private: void Think_Arm( void ); void Think_Remove( void ); void SensorThink( void ); void SetTimer( float timer ); void DoDetectWave( void );
float m_fExpireTime; float m_fNextDetectPlayerSound;
EHANDLE m_hDisplayGrenade; };
#endif // GAME_DLL
#endif // SENSORGRENADE_PROJECTILE_H
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