Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseprojectile.h"
IMPLEMENT_NETWORKCLASS_ALIASED( BaseProjectile, DT_BaseProjectile )
BEGIN_NETWORK_TABLE( CBaseProjectile, DT_BaseProjectile ) #if !defined( CLIENT_DLL )
SendPropEHandle( SENDINFO( m_hOriginalLauncher ) ), #else
RecvPropEHandle( RECVINFO( m_hOriginalLauncher ) ), #endif // CLIENT_DLL
END_NETWORK_TABLE()
#ifndef CLIENT_DLL
IMPLEMENT_AUTO_LIST( IBaseProjectileAutoList ); #endif // !CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CBaseProjectile::CBaseProjectile() { #ifdef GAME_DLL
m_iDestroyableHitCount = 0;
m_bCanCollideWithTeammates = false; #endif
m_hOriginalLauncher = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseProjectile::SetLauncher( CBaseEntity *pLauncher ) { if ( m_hOriginalLauncher == NULL ) { m_hOriginalLauncher = pLauncher; }
#ifdef GAME_DLL
ResetCollideWithTeammates(); #endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseProjectile::Spawn() { BaseClass::Spawn();
#ifdef GAME_DLL
ResetCollideWithTeammates(); #endif // GAME_DLL
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseProjectile::CollideWithTeammatesThink() { m_bCanCollideWithTeammates = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseProjectile::ResetCollideWithTeammates() { // Don't collide with players on the owner's team for the first bit of our life
m_bCanCollideWithTeammates = false; SetContextThink( &CBaseProjectile::CollideWithTeammatesThink, gpGlobals->curtime + GetCollideWithTeammatesDelay(), "CollideWithTeammates" ); }
#endif // GAME_DLL
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