Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Caltrop Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_CALTROP_H
#define TF_WEAPON_GRENADE_CALTROP_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeCaltrop C_TFGrenadeCaltrop
#define CTFGrenadeCaltropProjectile C_TFGrenadeCaltropProjectile
#endif
//=============================================================================
//
// TF Caltrop Grenade
//
class CTFGrenadeCaltrop : public CTFWeaponBaseGrenade { public:
DECLARE_CLASS( CTFGrenadeCaltrop, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // DECLARE_ACTTABLE();
CTFGrenadeCaltrop() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CALTROP; }
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
#endif
CTFGrenadeCaltrop( const CTFGrenadeCaltrop & ) {} };
//=============================================================================
//
// TF Caltrop Grenade Projectile (Server specific.)
//
class CTFGrenadeCaltropProjectile : public CTFWeaponBaseGrenadeProj { public: DECLARE_CLASS( CTFGrenadeCaltropProjectile, CTFWeaponBaseGrenadeProj ); DECLARE_NETWORKCLASS();
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CALTROP; }
#ifdef GAME_DLL
// Creation.
static CTFGrenadeCaltropProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 ); // Overrides.
virtual void Spawn(); virtual void Precache(); virtual void BounceSound( void ); virtual void Detonate(); #endif
virtual void Touch( CBaseEntity *pOther );
#ifdef CLIENT_DLL
virtual void OnDataChanged(DataUpdateType_t updateType); #endif
private:
float m_flDetonateTime; };
#endif // TF_WEAPON_GRENADE_CALTROP_H
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