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:
//
//=============================================================================//
#ifndef WEAPON_DODBASEGRENADE_H
#define WEAPON_DODBASEGRENADE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
#include "dod_shareddefs.h"
#ifdef CLIENT_DLL
#define CWeaponDODBaseGrenade C_WeaponDODBaseGrenade
#endif
class CWeaponDODBaseGrenade : public CWeaponDODBase { public: DECLARE_CLASS( CWeaponDODBaseGrenade, CWeaponDODBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE();
CWeaponDODBaseGrenade();
virtual void PrimaryAttack(); virtual bool CanHolster();
virtual bool IsArmed( void ) { return m_bArmed == true; } void SetArmed( bool bArmed ) { m_bArmed = bArmed; }
virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetDrawActivity( void );
#ifdef CLIENT_DLL
#else
DECLARE_DATADESC();
virtual void Precache(); virtual void ItemPostFrame(); virtual bool AllowsAutoSwitchFrom( void ) const; virtual bool Deploy(); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual bool Reload();
void DecrementAmmo( CBaseCombatCharacter *pOwner );
void StartThrow( int iThrowType );
void DropGrenade( void ); //forces the grenade to be dropped
virtual void ThrowGrenade( bool bDrop );
// Each derived grenade class implements this.
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH );
void SetDetonateTime( float flDetonateTime ) { m_flDetonateTime = flDetonateTime; SetArmed( true ); }
void InputSetDetonateTime( inputdata_t &inputdata );
virtual float GetDetonateTimerLength( void ) { return GRENADE_FUSE_LENGTH; }
protected:
#endif
bool m_bRedraw; // Draw the weapon again after throwing a grenade
CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
CNetworkVar( bool, m_bArmed ); // is the grenade armed?
float m_flDetonateTime; // what time the grenade will explode ( if > 0 )
CWeaponDODBaseGrenade( const CWeaponDODBaseGrenade & ) {} };
#endif // WEAPON_DODBASEGRENADE_H
|