Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_riflegrenade_ger.h"
#include "dod_shareddefs.h"
#define GRENADE_MODEL "models/Weapons/w_k98_rg_grenade.mdl"
LINK_ENTITY_TO_CLASS( grenade_riflegren_ger, CDODRifleGrenadeGER ); PRECACHE_WEAPON_REGISTER( grenade_riflegren_ger );
IMPLEMENT_SERVERCLASS_ST( CDODRifleGrenadeGER, DT_DODRifleGrenadeGER ) END_SEND_TABLE()
CDODRifleGrenadeGER* CDODRifleGrenadeGER::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, float timer, DODWeaponID weaponID ) { CDODRifleGrenadeGER *pGrenade = (CDODRifleGrenadeGER*)CBaseEntity::Create( "grenade_riflegren_ger", 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 CDODRifleGrenadeGER::Spawn() { SetModel( GRENADE_MODEL ); BaseClass::Spawn(); }
void CDODRifleGrenadeGER::Precache() { PrecacheModel( GRENADE_MODEL ); PrecacheScriptSound( "HEGrenade.Bounce" ); BaseClass::Precache(); }
//Pass the classname of the exploding version of this grenade.
char *CDODRifleGrenadeGER::GetExplodingClassname() { return "weapon_riflegren_ger_live"; }
|