Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOD_BASEROCKET_H
#define DOD_BASEROCKET_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "baseanimating.h"
#include "smoke_trail.h"
#include "weapon_dodbase.h"
class RocketTrail; //================================================
// CDODBaseRocket
//================================================
class CDODBaseRocket : public CBaseAnimating { DECLARE_CLASS( CDODBaseRocket, CBaseAnimating );
public: CDODBaseRocket(); ~CDODBaseRocket(); void Spawn( void ); void Precache( void ); void RocketTouch( CBaseEntity *pOther ); void Explode( void ); void Fire( void ); virtual float GetDamage() { return m_flDamage; } virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
unsigned int PhysicsSolidMaskForEntity( void ) const;
static CDODBaseRocket *Create( const char *szClassname, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner );
void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity );
virtual DODWeaponID GetEmitterWeaponID() { return WEAPON_NONE; Assert(0); }
protected: virtual void DoExplosion( trace_t *pTrace );
void FlyThink( void );
float m_flDamage;
CNetworkVector( m_vInitialVelocity );
private: DECLARE_DATADESC(); DECLARE_SERVERCLASS();
float m_flCollideWithTeammatesTime; bool m_bCollideWithTeammates; };
#endif // DOD_BASEROCKET_H
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