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122 lines
3.5 KiB
122 lines
3.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef BASECSGRENADE_PROJECTILE_H
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#define BASECSGRENADE_PROJECTILE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basegrenade_shared.h"
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#ifdef CLIENT_DLL
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#define CBaseCSGrenadeProjectile C_BaseCSGrenadeProjectile
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#else
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class CCSWeaponInfo;
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#endif
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class CBaseCSGrenadeProjectile : public CBaseGrenade
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{
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public:
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DECLARE_CLASS( CBaseCSGrenadeProjectile, CBaseGrenade );
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DECLARE_NETWORKCLASS();
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virtual void Spawn();
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//virtual bool IsGrenadeProjectile( void ) { return true; };
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public:
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// This gets sent to the client and placed in the client's interpolation history
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// so the projectile starts out moving right off the bat.
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CNetworkVector( m_vInitialVelocity );
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CNetworkVar( int, m_nBounces );
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#ifdef CLIENT_DLL
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CBaseCSGrenadeProjectile() {}
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CBaseCSGrenadeProjectile( const CBaseCSGrenadeProjectile& ) {}
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virtual ~CBaseCSGrenadeProjectile();
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virtual int DrawModel( int flags, const RenderableInstance_t &instance );
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virtual void PostDataUpdate( DataUpdateType_t type );
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virtual void ClientThink( void );
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void CreateGrenadeTrail( void );
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float m_flSpawnTime;
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Vector vecLastTrailLinePos;
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float flNextTrailLineTime;
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#else
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DECLARE_DATADESC();
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CBaseCSGrenadeProjectile() : m_pWeaponInfo(NULL), m_bDetonationRecorded(false) {}
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virtual void PostConstructor( const char *className );
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virtual ~CBaseCSGrenadeProjectile();
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virtual void Precache();
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virtual int UpdateTransmitState();
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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//Constants for all CS Grenades
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static inline float GetGrenadeGravity() { return 0.4f; }
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static inline const float GetGrenadeFriction() { return 0.2f; }
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static inline const float GetGrenadeElasticity() { return 0.45f; }
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//Think function to emit danger sounds for the AI
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void DangerSoundThink( void );
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virtual void OnBounced( void ) {}
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virtual void Explode( trace_t *pTrace, int bitsDamageType );
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virtual float GetShakeAmplitude( void ) { return 0.0f; }
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virtual void Splash();
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virtual GrenadeType_t GetGrenadeType( void ) { return GRENADE_TYPE_EXPLOSIVE; }
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// Specify what velocity we want the grenade to have on the client immediately.
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// Without this, the entity wouldn't have an interpolation history initially, so it would
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// sit still until it had gotten a few updates from the server.
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void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity );
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// [jpaquin] give grenade projectiles a link back to the type
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// of weapon they are
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const CCSWeaponInfo *m_pWeaponInfo;
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enum
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{
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GRENADE_EXTINGUISHED_INFERNO = 1 << 0,
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};
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uint8 m_unOGSExtraFlags; // Misc flags about the grenade's effect in game to report to ogs
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EHANDLE m_lastHitPlayer;
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void DetonateOnNextThink( void ) { m_flDetonateTime = 0.0f; }
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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protected:
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//Set the time to detonate ( now + timer )
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void SetDetonateTimerLength( float timer );
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// Called when this grenade explodes. If your decended class overides some part of the detonation process
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// and prevents detonate from being called, you need to call this to make ogs still records it.
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void RecordDetonation( void );
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bool m_bDetonationRecorded;
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private:
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//Custom collision to allow for constant elasticity on hit surfaces
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virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity );
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float m_flDetonateTime;
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#endif
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};
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#endif // BASECSGRENADE_PROJECTILE_H
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