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 "weapon_dodbasegrenade.h"
#ifdef CLIENT_DLL
#define CWeaponHandGrenade C_WeaponHandGrenade
#else
#include "dod_handgrenade.h" //the thing that we throw
#endif
class CWeaponHandGrenade : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponHandGrenade, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponHandGrenade() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_US; }
#ifndef CLIENT_DLL
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) { CDODHandGrenade::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() ); }
#endif
private: CWeaponHandGrenade( const CWeaponHandGrenade & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHandGrenade, DT_WeaponHandGrenade )
BEGIN_NETWORK_TABLE(CWeaponHandGrenade, DT_WeaponHandGrenade) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponHandGrenade ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_frag_us, CWeaponHandGrenade ); PRECACHE_WEAPON_REGISTER( weapon_frag_us );
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