Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_DOD_BASEGRENADE_H
#define C_DOD_BASEGRENADE_H
#ifdef _WIN32
#pragma once
#endif
#include "basegrenade_shared.h"
class C_DODBaseGrenade : public CBaseGrenade { public: DECLARE_CLASS( C_DODBaseGrenade, CBaseGrenade ); DECLARE_NETWORKCLASS();
virtual void Spawn();
public: C_DODBaseGrenade() {} C_DODBaseGrenade( const C_DODBaseGrenade& ) {} virtual ~C_DODBaseGrenade();
virtual int DrawModel( int flags ); virtual void PostDataUpdate( DataUpdateType_t type );
virtual const char *GetOverviewSpriteName( void );
virtual const char *GetParticleTrailName( void ) { return "grenadetrail"; }
float m_flSpawnTime;
// This gets sent to the client and placed in the client's interpolation history
// so the projectile starts out moving right off the bat.
CNetworkVector( m_vInitialVelocity );
};
class C_DODRifleGrenadeUS : public C_DODBaseGrenade { public: DECLARE_CLASS( C_DODRifleGrenadeUS, C_DODBaseGrenade ); DECLARE_NETWORKCLASS();
virtual const char *GetOverviewSpriteName( void ) { return "sprites/minimap_icons/minimap_riflegren_us"; }
virtual const char *GetParticleTrailName( void ) { return "riflegrenadetrail"; } };
class C_DODRifleGrenadeGER : public C_DODBaseGrenade { public: DECLARE_CLASS( C_DODRifleGrenadeGER, C_DODBaseGrenade ); DECLARE_CLIENTCLASS();
virtual const char *GetOverviewSpriteName( void ) { return "sprites/minimap_icons/minimap_riflegren_ger"; }
virtual const char *GetParticleTrailName( void ) { return "riflegrenadetrail"; } };
#endif // C_DOD_BASEGRENADE_H
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