//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "cbase.h" #include "weapon_csbase.h" #include "gamerules.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "weapon_decoy.h" #ifdef CLIENT_DLL #else #include "cs_player.h" #include "items.h" #include "decoy_projectile.h" #endif // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" IMPLEMENT_NETWORKCLASS_ALIASED( DecoyGrenade, DT_DecoyGrenade ) BEGIN_NETWORK_TABLE(CDecoyGrenade, DT_DecoyGrenade) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CDecoyGrenade ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS_ALIASED( weapon_decoy, DecoyGrenade ); PRECACHE_REGISTER( weapon_decoy ); #if !defined( CLIENT_DLL ) BEGIN_DATADESC( CDecoyGrenade ) END_DATADESC() void CDecoyGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo ) { CDecoyProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, weaponInfo ); } #endif // !CLIENT_DLL