Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Gas Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_GAS_H
#define TF_WEAPON_GRENADE_GAS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeGas C_TFGrenadeGas
#endif
//=============================================================================
//
// TF Gas Grenade
//
class CTFGrenadeGas : public CTFWeaponBaseGrenade { public:
DECLARE_CLASS( CTFGrenadeGas, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // DECLARE_ACTTABLE();
CTFGrenadeGas() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; }
// 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
CTFGrenadeGas( const CTFGrenadeGas & ) {} };
#ifdef CLIENT_DLL
#define CTFGasGrenadeEffect C_TFGasGrenadeEffect
#endif
class CTFGasGrenadeEffect : public CBaseEntity { public: DECLARE_CLASS( CTFGasGrenadeEffect, CBaseEntity ); DECLARE_NETWORKCLASS();
#ifndef CLIENT_DLL
virtual int UpdateTransmitState( void );
#else
CTFGasGrenadeEffect() { m_pGasEffect = NULL; }
virtual void OnDataChanged( DataUpdateType_t updateType );
CNewParticleEffect *m_pGasEffect;
#endif
};
//=============================================================================
//
// TF Gase Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CTFGrenadeGasProjectile : public CTFWeaponBaseGrenadeProj { public:
DECLARE_CLASS( CTFGrenadeGasProjectile, CTFWeaponBaseGrenadeProj ); DECLARE_DATADESC();
~CTFGrenadeGasProjectile();
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; }
// Creation.
static CTFGrenadeGasProjectile *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(); virtual void DetonateThink( void );
void Think_Emit( void ); void Think_Fade( void );
private: int m_nPulses;
CHandle<CTFGasGrenadeEffect> m_hGasEffect; };
#endif
#endif // TF_WEAPON_GRENADE_GAS_H
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