Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_handgrenade.h"
#include "dod_shareddefs.h"
#define GRENADE_MODEL "models/Weapons/w_frag.mdl"
LINK_ENTITY_TO_CLASS( grenade_frag_us, CDODHandGrenade ); PRECACHE_WEAPON_REGISTER( grenade_frag_us );
CDODHandGrenade* CDODHandGrenade::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, float timer, DODWeaponID weaponID ) { CDODHandGrenade *pGrenade = (CDODHandGrenade*)CBaseEntity::Create( "grenade_frag_us", position, angles, pOwner ); Assert( pGrenade );
if( !pGrenade ) return NULL;
IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject(); if ( pPhysicsObject ) { pPhysicsObject->AddVelocity( &velocity, &angVelocity ); }
// Who threw this grenade
pGrenade->SetThrower( pOwner );
pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
// How long until we explode
pGrenade->SetDetonateTimerLength( timer );
// Save the weapon id for stats purposes
pGrenade->m_EmitterWeaponID = weaponID;
return pGrenade; }
void CDODHandGrenade::Spawn() { SetModel( GRENADE_MODEL ); BaseClass::Spawn(); }
void CDODHandGrenade::Precache() { PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "HEGrenade.Bounce" );
BaseClass::Precache(); }
void CDODHandGrenade::BounceSound( void ) { EmitSound( "HEGrenade.Bounce" ); }
//Pass the classname of the exploding version of this grenade.
char *CDODHandGrenade::GetExplodingClassname() { return "weapon_frag_us_live"; }
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