//========= 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