Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Nail Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_NAIL_H
#define TF_WEAPON_GRENADE_NAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeNail C_TFGrenadeNail
#endif
//=============================================================================
//
// TF Nail Grenade
//
class CTFGrenadeNail : public CTFWeaponBaseGrenade { public:
DECLARE_CLASS( CTFGrenadeNail, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // DECLARE_ACTTABLE();
CTFGrenadeNail() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
// 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
public:
CTFGrenadeNail( const CTFGrenadeNail & ) {} };
//=============================================================================
//
// TF Nail Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CNailGrenadeController : public IMotionEvent { DECLARE_SIMPLE_DATADESC(); public: virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
public: void SetDesiredPosAndOrientation( Vector pos, QAngle orientation );
private: Vector m_vecDesiredPosition; QAngle m_angDesiredOrientation;
bool m_bReachedPos; bool m_bReachedOrientation; };
class CTFGrenadeNailProjectile : public CTFWeaponBaseGrenadeProj { public:
~CTFGrenadeNailProjectile();
DECLARE_CLASS( CTFGrenadeNailProjectile, CTFWeaponBaseGrenadeProj ); DECLARE_DATADESC();
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
// Creation.
static CTFGrenadeNailProjectile *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 int OnTakeDamage( const CTakeDamageInfo &info );
void StartEmittingNails( void ); void EmitNails( void );
CNailGrenadeController m_GrenadeController; IPhysicsMotionController *m_pMotionController;
public: bool m_bActivated; float m_flNailAngle; int m_iNumNailBurstsLeft; };
#endif // GAME_DLL
#endif // TF_WEAPON_GRENADE_NAIL_H
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