//========= 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_flashbang.h" #ifdef CLIENT_DLL #else #include "cs_player.h" #include "items.h" #include "flashbang_projectile.h" #endif // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" #define GRENADE_TIMER 3.0f //Seconds IMPLEMENT_NETWORKCLASS_ALIASED( Flashbang, DT_Flashbang ) BEGIN_NETWORK_TABLE(CFlashbang, DT_Flashbang) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CFlashbang ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS_ALIASED( weapon_flashbang, Flashbang ); PRECACHE_REGISTER( weapon_flashbang ); #ifndef CLIENT_DLL BEGIN_DATADESC( CFlashbang ) END_DATADESC() void CFlashbang::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo ) { CFlashbangProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, weaponInfo ); } #endif