Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_decoy.h"
#if !defined( CLIENT_DLL )
#include "tf_player.h"
#include "bot_npc/bot_npc_decoy.h"
#else
#include "c_tf_player.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFDecoy, DT_WeaponDecoy )
BEGIN_NETWORK_TABLE( CTFDecoy, DT_WeaponDecoy ) END_NETWORK_TABLE()
/*
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFDecoy ) END_DATADESC() #endif
*/
LINK_ENTITY_TO_CLASS( tf_weapon_decoy, CTFDecoy ); PRECACHE_WEAPON_REGISTER( tf_weapon_decoy );
//-----------------------------------------------------------------------------
CTFDecoy::CTFDecoy() { }
//-----------------------------------------------------------------------------
void CTFDecoy::PrimaryAttack( void ) { // Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return;
#if !defined( CLIENT_DLL )
CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) { return; }
if ( !CanAttack() ) return;
CBotNPCDecoy *decoy = (CBotNPCDecoy *)CreateEntityByName( "bot_npc_decoy" ); if ( decoy ) { decoy->SetOwnerEntity( pOwner ); DispatchSpawn( decoy );
m_flNextPrimaryAttack = gpGlobals->curtime + 5.0f; } #endif // CLIENT_DLL
}
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