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 CWeaponRifleGrenadeUS_Live C_WeaponRifleGrenadeUS_Live
#else
#include "dod_riflegrenade_us.h" //the thing that we throw
#endif
class CWeaponRifleGrenadeUS_Live : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponRifleGrenadeUS_Live, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponRifleGrenadeUS_Live() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_US_LIVE; }
#ifndef CLIENT_DLL
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) { // align the grenade vertically and spin end over end
QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0); AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 );
CDODRifleGrenadeUS::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() ); }
#endif
virtual bool IsArmed( void ) { return true; }
private: CWeaponRifleGrenadeUS_Live( const CWeaponRifleGrenadeUS_Live & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeUS_Live, DT_WeaponRifleGrenadeUS_Live )
BEGIN_NETWORK_TABLE(CWeaponRifleGrenadeUS_Live, DT_WeaponRifleGrenadeUS_Live) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeUS_Live ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_riflegren_us_live, CWeaponRifleGrenadeUS_Live ); PRECACHE_WEAPON_REGISTER( weapon_riflegren_us_live );
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