Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_BASECSGRENADE_H
#define WEAPON_BASECSGRENADE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_csbase.h"
#include "cs_shareddefs.h"
#ifdef CLIENT_DLL
#define CBaseCSGrenade C_BaseCSGrenade
#endif
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
#define GRENADE_UNDERHAND_THRESHOLD 0.33f
#endif
class CBaseCSGrenade : public CWeaponCSBase
{
public:
DECLARE_CLASS( CBaseCSGrenade, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CBaseCSGrenade();
virtual void Precache();
bool Deploy();
bool Holster( CBaseCombatWeapon *pSwitchingTo );
void PrimaryAttack();
void SecondaryAttack();
bool Reload();
virtual void ItemPostFrame();
virtual void ItemPreFrame();
virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
void DecrementAmmo( CBaseCombatCharacter *pOwner );
virtual void StartGrenadeThrow();
virtual void ThrowGrenade();
virtual void DropGrenade();
bool IsPinPulled() const;
bool IsBeingThrown() const { return m_fThrowTime > 0; }
bool IsLoopingSoundPlaying( void ) { return m_bLoopingSoundPlaying; }
void SetLoopingSoundPlaying( bool bPlaying ) { m_bLoopingSoundPlaying = bPlaying; }
// true if grenade has been thrown or dropped
bool GetIsThrown( void ) { return !m_bIsHeldByPlayer; }
#ifdef CLIENT_DLL
virtual int DrawModel( int flags, const RenderableInstance_t &instance ) OVERRIDE;
#endif
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
bool IsThrownUnderhand( void ) { return (m_flThrowStrength <= GRENADE_UNDERHAND_THRESHOLD); }
float GetThrownStrength( void ) { return m_flThrowStrength; }
float ApproachThrownStrength( void );
#endif
#ifndef CLIENT_DLL
bool HasEmittedProjectile( void ) const { return m_bHasEmittedProjectile; }
bool m_bHasEmittedProjectile;
#endif
#ifndef CLIENT_DLL
DECLARE_DATADESC();
virtual bool AllowsAutoSwitchFrom( void ) const;
int CapabilitiesGet();
// Each derived grenade class implements this.
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo );
#endif
protected:
CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
CNetworkVar( bool, m_bIsHeldByPlayer ); // is true when held by player, false when it's been thrown or dropped
CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
CNetworkVar( float, m_fThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
CNetworkVar( bool, m_bLoopingSoundPlaying ); // Set to true when the grenade is playing a looping sound
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
CNetworkVar( float, m_flThrowStrength );
#endif
private:
CBaseCSGrenade( const CBaseCSGrenade & ) {}
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
float m_flThrowStrengthClientSmooth;
#endif
};
inline bool CBaseCSGrenade::IsPinPulled() const
{
return m_bPinPulled;
}
#endif // WEAPON_BASECSGRENADE_H