Counter Strike : Global Offensive Source Code
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//========= 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_basecsgrenade.h"
#include "in_buttons.h"
#include "datacache/imdlcache.h"
#include "cs_shareddefs.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#include "HUD/sfweaponselection.h"
#include "c_rumble.h"
#include "rumble_shared.h"
#else
#include "cs_player.h"
#include "items.h"
#include "cs_gamestats.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define GRENADE_TIMER 1.5f //Seconds
IMPLEMENT_NETWORKCLASS_ALIASED( BaseCSGrenade, DT_BaseCSGrenade )
BEGIN_NETWORK_TABLE(CBaseCSGrenade, DT_BaseCSGrenade)
#ifndef CLIENT_DLL
SendPropBool( SENDINFO(m_bRedraw) ),
SendPropBool( SENDINFO(m_bIsHeldByPlayer) ),
SendPropBool( SENDINFO(m_bPinPulled) ),
SendPropFloat( SENDINFO(m_fThrowTime), 0, SPROP_NOSCALE ),
SendPropBool( SENDINFO( m_bLoopingSoundPlaying ) ),
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
SendPropFloat( SENDINFO(m_flThrowStrength), 0, SPROP_NOSCALE ),
#endif
#else
RecvPropBool( RECVINFO(m_bRedraw) ),
RecvPropBool( RECVINFO(m_bIsHeldByPlayer) ),
RecvPropBool( RECVINFO(m_bPinPulled) ),
RecvPropFloat( RECVINFO(m_fThrowTime) ),
RecvPropBool( RECVINFO( m_bLoopingSoundPlaying ) ),
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
RecvPropFloat( RECVINFO(m_flThrowStrength) ),
#endif
#endif
END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CBaseCSGrenade )
DEFINE_PRED_FIELD( m_bRedraw, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bPinPulled, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
DEFINE_PRED_FIELD( m_flThrowStrength, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS_ALIASED( weapon_basecsgrenade, BaseCSGrenade );
#ifndef CLIENT_DLL
ConVar sv_ignoregrenaderadio( "sv_ignoregrenaderadio", "0", FCVAR_RELEASE, "Turn off Fire in the hole messages" );
#endif
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
#define GRENADE_SECONDARY_DAMPENING 0.3f
#define GRENADE_SECONDARY_LOWER 12.0f
#define GRENADE_SECONDARY_TRANSITION 1.3f
#define GRENADE_SECONDARY_INTERP 2.0f
#endif
CBaseCSGrenade::CBaseCSGrenade()
{
m_bRedraw = false;
m_bIsHeldByPlayer = false;
m_bPinPulled = false;
m_fThrowTime = 0;
m_bLoopingSoundPlaying = false;
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
m_flThrowStrength = 1.0f;
m_flThrowStrengthClientSmooth = 1.0f;
#endif
#ifndef CLIENT_DLL
m_bHasEmittedProjectile = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCSGrenade::Precache()
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCSGrenade::Deploy()
{
m_bRedraw = false;
m_bIsHeldByPlayer = true;
m_bPinPulled = false;
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
m_flThrowStrength = 1.0f;
m_flThrowStrengthClientSmooth = 1.0f;
#endif
m_fThrowTime = 0;
#ifndef CLIENT_DLL
// if we're officially out of grenades, ditch this weapon
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
pPlayer->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
return false;
}
#endif
return BaseClass::Deploy();
}
#ifdef CLIENT_DLL
int CBaseCSGrenade::DrawModel( int flags, const RenderableInstance_t &instance )
{
//hide the grenade that's in the player's hand while playing grenade throwing animations
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
{
if ( !pPlayer->m_bUseNewAnimstate && pPlayer->m_PlayerAnimState && pPlayer->m_PlayerAnimState->ShouldHideGrenadeDuringThrow() )
{
return 0;
}
}
return BaseClass::DrawModel( flags, instance );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCSGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_bRedraw = false;
// we don't want to set m_bIsHeldByPlayer to true because the weapon actually holsters before it's removed from the inventory after the last grenade has been thrown
// this causes a visual bug in the weapon selection UI
m_bPinPulled = false; // when this is holstered make sure the pin isnt pulled.
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
m_flThrowStrength = 1.0f;
m_flThrowStrengthClientSmooth = 1.0f;
#endif
m_fThrowTime = 0;
#ifndef CLIENT_DLL
// If they attempt to switch weapons before the throw animation is done,
// allow it, but kill the weapon if we have to.
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
CBaseCombatCharacter *pOwner = (CBaseCombatCharacter *)pPlayer;
pOwner->Weapon_Drop( this );
UTIL_Remove(this);
}
#endif
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCSGrenade::PrimaryAttack()
{
if ( !m_bIsHeldByPlayer || m_bPinPulled || m_fThrowTime > 0.0f )
return;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
return;
// Ensure that the player can use this grenade
if ( !pPlayer->CanUseGrenade( GetCSWeaponID() ) )
{
return;
}
#ifndef CLIENT_DLL
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_GRENADE_PULL_PIN );
#endif
// The pull pin animation has to finish, then we wait until they aren't holding the primary
// attack button, then throw the grenade.
SendWeaponAnim( ACT_VM_PULLPIN );
m_bPinPulled = true;
// Don't let weapon idle interfere in the middle of a throw!
MDLCACHE_CRITICAL_SECTION();
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCSGrenade::SecondaryAttack()
{
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
if ( !m_bPinPulled )
{
m_flThrowStrength = 0.0f;
m_flThrowStrengthClientSmooth = 0.0f;
}
if ( CSGameRules()->IsFreezePeriod() ) // Don't let Brian molotov the team during freezetime
return;
PrimaryAttack();
return;
#endif
/*if ( m_bRedraw )
return;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer == NULL )
return;
//See if we're ducking
if ( pPlayer->GetFlags() & FL_DUCKING )
{
//Send the weapon animation
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
}
else
{
//Send the weapon animation
SendWeaponAnim( ACT_VM_HAULBACK );
}
// Don't let weapon idle interfere in the middle of a throw!
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();*/
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCSGrenade::Reload()
{
if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
{
//Redraw the weapon
SendWeaponAnim( ACT_VM_DRAW );
//Update our times
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
//Mark this as done
// m_bRedraw = false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPicker -
//-----------------------------------------------------------------------------
void CBaseCSGrenade::OnPickedUp( CBaseCombatCharacter *pNewOwner )
{
BaseClass::OnPickedUp( pNewOwner );
#if !defined( CLIENT_DLL )
if ( pNewOwner )
{
m_bIsHeldByPlayer = true;
}
#endif
}
void CBaseCSGrenade::ItemPreFrame()
{
BaseClass::ItemPreFrame();
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
#ifdef CLIENT_DLL
//we want to control the grenade model's visibility so opt out of the fast path
if (GetBaseAnimating())
GetBaseAnimating()->SetAllowFastPath(false);
#endif
}
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
float CBaseCSGrenade::ApproachThrownStrength()
{
m_flThrowStrengthClientSmooth = Approach(
m_flThrowStrength,
m_flThrowStrengthClientSmooth,
gpGlobals->frametime * GRENADE_SECONDARY_INTERP
);
return m_flThrowStrengthClientSmooth;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCSGrenade::ItemPostFrame()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
if ( !vm )
return;
bool bPrimaryHeld = (pPlayer->m_nButtons & IN_ATTACK) != 0;
bool bSecondaryHeld = (pPlayer->m_nButtons & IN_ATTACK2) != 0;
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
if ( m_bPinPulled && ( bPrimaryHeld || bSecondaryHeld ) )
{
float flIdealThrowStrength = 0.5f;
if ( bPrimaryHeld )
flIdealThrowStrength += 0.5f;
if ( bSecondaryHeld )
flIdealThrowStrength -= 0.5f;
m_flThrowStrength = Approach( flIdealThrowStrength, m_flThrowStrength, gpGlobals->frametime * GRENADE_SECONDARY_TRANSITION );
}
#endif
// If they let go of the fire buttons, they want to throw the grenade.
if ( m_bPinPulled && !(bPrimaryHeld) && !(bSecondaryHeld) )
{
#ifndef CLIENT_DLL
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
if ( IsThrownUnderhand() )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE_UNDERHAND );
}
else
#endif
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
}
#endif
StartGrenadeThrow();
MDLCACHE_CRITICAL_SECTION();
m_bPinPulled = false;
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
if ( IsThrownUnderhand() )
{
SendWeaponAnim( ACT_VM_RELEASE );
}
else
#endif
{
SendWeaponAnim( ACT_VM_THROW );
}
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); // we're still throwing, so reset our next primary attack
#ifndef CLIENT_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "weapon_fire" );
if( event )
{
const char *weaponName = STRING( m_iClassname );
if ( IsWeaponClassname( weaponName ) )
{
weaponName += WEAPON_CLASSNAME_PREFIX_LENGTH;
}
event->SetInt( "userid", pPlayer->GetUserID() );
event->SetString( "weapon", weaponName );
event->SetBool( "silenced", false );
gameeventmanager->FireEvent( event );
}
#else
RumbleEffect( XBX_GetUserId( pPlayer->GetSplitScreenPlayerSlot() ), RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
#endif
}
else if ((m_fThrowTime > 0) && (m_fThrowTime < gpGlobals->curtime))
{
// only decrement our ammo when we actually create the projectile
DecrementAmmo( pPlayer );
ThrowGrenade();
}
else if( !m_bIsHeldByPlayer )
{
// Has the throw animation finished playing
if( m_flTimeWeaponIdle < gpGlobals->curtime )
{
// if we're officially out of grenades, ditch this weapon
int nAmmoCount = pPlayer->GetAmmoCount(m_iPrimaryAmmoType);
if( nAmmoCount <= 0 )
{
pPlayer->Weapon_Drop( this, NULL, NULL );
#ifndef CLIENT_DLL
//pPlayer->RemoveWeaponOnPlayer( this );
UTIL_Remove(this);
#endif
}
else
{
pPlayer->SwitchToNextBestWeapon( this );
}
#if defined (CLIENT_DLL)
// when a grenade is removed, force the local player to update thier inventory screen
C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pLocalPlayer && pLocalPlayer == pPlayer )
{
SFWeaponSelection *pHudWS = GET_HUDELEMENT( SFWeaponSelection );
if ( pHudWS )
{
int nAmmoCount = pPlayer->GetAmmoCount(m_iPrimaryAmmoType);
if ( nAmmoCount <= 0 )
{
pHudWS->ShowAndUpdateSelection( WEPSELECT_DROP, this );
}
else
{
// we need to tell the hud that this weapon still exists and then update the selected weapon
pHudWS->ShowAndUpdateSelection( WEPSELECT_PICKUP, this );
}
}
}
#endif
return; //don't animate this grenade any more!
}
}
else if( !m_bRedraw )
{
BaseClass::ItemPostFrame();
}
}
#ifdef CLIENT_DLL
void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
{
}
void CBaseCSGrenade::DropGrenade()
{
m_bRedraw = true;
m_bIsHeldByPlayer = false;
m_fThrowTime = 0.0f;
}
void CBaseCSGrenade::ThrowGrenade()
{
m_bRedraw = true;
m_bIsHeldByPlayer = false;
m_fThrowTime = 0.0f;
CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
if ( pHudSelection )
{
pHudSelection->OnWeaponDrop( this );
}
}
void CBaseCSGrenade::StartGrenadeThrow()
{
m_fThrowTime = gpGlobals->curtime + 0.1f;
}
#else
BEGIN_DATADESC( CBaseCSGrenade )
DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsHeldByPlayer, FIELD_BOOLEAN ),
END_DATADESC()
int CBaseCSGrenade::CapabilitiesGet()
{
return bits_CAP_WEAPON_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOwner -
//-----------------------------------------------------------------------------
void CBaseCSGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
{
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
void CBaseCSGrenade::StartGrenadeThrow()
{
m_fThrowTime = gpGlobals->curtime + 0.1f;
CBroadcastRecipientFilter filter;
CSoundParameters params;
if ( GetParametersForSound( GetShootSound( SINGLE ), params, NULL ) )
{
//CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), GetShootSound( SINGLE ));
}
//WeaponSound(SINGLE, gpGlobals->curtime + 3.0f);
}
void CBaseCSGrenade::ThrowGrenade()
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
Assert( false );
return;
}
QAngle angThrow = pPlayer->GetFinalAimAngle();
if ( angThrow[PITCH] > 90.0f )
{
angThrow[PITCH] -= 360.0f;
}
else if ( angThrow[PITCH] < -90.0f )
{
angThrow[PITCH] += 360.0f;
}
AssertMsg( angThrow[PITCH] <= 90.0f && angThrow[PITCH] >= -90.0f, "Grenade throw pitch angle must be between -90 and 90 for the adustments to work.");
// NB. a pitch of +90 is looking straight down, -90 is looking straight up
// add a 10 degrees upwards angle to the throw when looking horizontal, lerp the upwards boost to 0 at the pitch extremes
angThrow[PITCH] -= 10.0f * (90.0f - fabsf(angThrow[PITCH])) / 90.0f;
const float kBaseVelocity = GetThrowVelocity();
//const float kThrowVelocityClampRatio = 750.0f / 540.0f; // from original CSS values
//float flVel = clamp((90 - angThrow.x) / 90, 0.0f, kThrowVelocityClampRatio) * kBaseVelocity;
float flVel = clamp( (kBaseVelocity * 0.9f), 15, 750 );
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
//clamp the throw strength ranges just to be sure
float flClampedThrowStrength = m_flThrowStrength;
flClampedThrowStrength = clamp( flClampedThrowStrength, 0.0f, 1.0f );
flVel *= Lerp( flClampedThrowStrength, GRENADE_SECONDARY_DAMPENING, 1.0f );
#endif
Vector vForward;
AngleVectors( angThrow, &vForward );
Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
vecSrc += Vector(0, 0, Lerp( flClampedThrowStrength, -GRENADE_SECONDARY_LOWER, 0.0f ) );
#endif
// We want to throw the grenade from 16 units out. But that can cause problems if we're facing
// a thin wall. Do a hull trace to be safe.
// Wills: Moved the trace length out to 22 inches, then subtract 6. This way we default to 16,
// but pull back 6 from wherever we hit, so we don't emit from EXACTLY inside the close surface, which can lead to
// the grenade penetrating the wall anyway.
trace_t trace;
Vector mins( -2, -2, -2 );
Vector maxs( 2, 2, 2 );
UTIL_TraceHull( vecSrc, vecSrc + vForward * 22, mins, maxs, MASK_SOLID | CONTENTS_GRENADECLIP, pPlayer, COLLISION_GROUP_NONE, &trace );
vecSrc = trace.endpos - (vForward * 6);
Vector vecThrow = vForward * flVel + (pPlayer->GetAbsVelocity() * 1.25);
EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GetCSWpnData() );
m_bHasEmittedProjectile = true; // Flag the grenade weapon as having emitted a projectile. The 'grenade' is now flying away from the player, so we don't want to drop *this* grenade on death (that'll make a duplicate)
m_bRedraw = true;
m_bIsHeldByPlayer = false;
m_fThrowTime = 0.0f;
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
if ( pCSPlayer )
{
int iWeaponId = GetCSWeaponID();
pCSPlayer->PlayerUsedGrenade( iWeaponId );
if ( !sv_ignoregrenaderadio.GetBool() )
{
if ( iWeaponId == WEAPON_FLASHBANG )
pCSPlayer->Radio( "Radio.Flashbang", "#SFUI_TitlesTXT_Flashbang_in_the_hole", true );
else if ( iWeaponId == WEAPON_SMOKEGRENADE )
pCSPlayer->Radio( "Radio.Smoke", "#SFUI_TitlesTXT_Smoke_in_the_hole", true );
else if ( iWeaponId == WEAPON_MOLOTOV )
pCSPlayer->Radio( "Radio.Molotov", "#SFUI_TitlesTXT_Molotov_in_the_hole", true );
else if ( iWeaponId == WEAPON_INCGRENADE )
pCSPlayer->Radio( "Radio.Incendiary", "#SFUI_TitlesTXT_Incendiary_in_the_hole", true );
else if ( iWeaponId == WEAPON_DECOY )
pCSPlayer->Radio( "Radio.Decoy", "#SFUI_TitlesTXT_Decoy_in_the_hole", true );
else
pCSPlayer->Radio( "Radio.FireInTheHole", "#SFUI_TitlesTXT_Fire_in_the_hole", true );
}
CCS_GameStats.IncrementStat( pCSPlayer, CSSTAT_GRENADES_THROWN, 1 );
}
IGameEvent * event = gameeventmanager->CreateEvent( "grenade_thrown" );
if ( event )
{
const char *weaponName = STRING( m_iClassname );
if ( IsWeaponClassname( weaponName ) )
{
weaponName += WEAPON_CLASSNAME_PREFIX_LENGTH;
}
event->SetInt( "userid", pPlayer->GetUserID() );
event->SetString( "weapon", weaponName );
gameeventmanager->FireEvent( event );
}
}
void CBaseCSGrenade::DropGrenade()
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
Assert( false );
return;
}
Vector vForward;
pPlayer->EyeVectors( &vForward );
Vector vecSrc = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset() + vForward * 16;
Vector vecVel = pPlayer->GetAbsVelocity();
EmitGrenade( vecSrc, vec3_angle, vecVel, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GetCSWpnData() );
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
if( pCSPlayer )
{
CCS_GameStats.IncrementStat( pCSPlayer, CSSTAT_GRENADES_THROWN, 1 );
}
m_bRedraw = true;
m_bIsHeldByPlayer = false;
m_fThrowTime = 0.0f;
}
void CBaseCSGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo )
{
Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
}
bool CBaseCSGrenade::AllowsAutoSwitchFrom( void ) const
{
return !m_bPinPulled;
}
#endif