Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Napalm Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_NAPALM_H
#define TF_WEAPON_GRENADE_NAPALM_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeNapalm C_TFGrenadeNapalm
#endif
//=============================================================================
//
// TF Napalm Grenade
//
class CTFGrenadeNapalm : public CTFWeaponBaseGrenade { public:
DECLARE_CLASS( CTFGrenadeNapalm, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFGrenadeNapalm() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAPALM; }
// 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
CTFGrenadeNapalm( const CTFGrenadeNapalm & ) {} };
//=============================================================================
//
// TF Napalm Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CTFGrenadeNapalmProjectile : public CTFWeaponBaseGrenadeProj { public:
DECLARE_CLASS( CTFGrenadeNapalmProjectile, CTFWeaponBaseGrenadeProj );
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAPALM; }
// Creation.
static CTFGrenadeNapalmProjectile *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
#endif // TF_WEAPON_GRENADE_NAPALM_H
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