Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASECSGRENADE_PROJECTILE_H
#define BASECSGRENADE_PROJECTILE_H
#ifdef _WIN32
#pragma once
#endif
#include "basegrenade_shared.h"
#ifdef CLIENT_DLL
#define CBaseCSGrenadeProjectile C_BaseCSGrenadeProjectile
#else
class CCSWeaponInfo; #endif
class CBaseCSGrenadeProjectile : public CBaseGrenade { public: DECLARE_CLASS( CBaseCSGrenadeProjectile, CBaseGrenade ); DECLARE_NETWORKCLASS();
virtual void Spawn();
public:
// 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 );
#ifdef CLIENT_DLL
CBaseCSGrenadeProjectile() {} CBaseCSGrenadeProjectile( const CBaseCSGrenadeProjectile& ) {} virtual int DrawModel( int flags ); virtual void PostDataUpdate( DataUpdateType_t type ); float m_flSpawnTime; #else
DECLARE_DATADESC();
virtual void PostConstructor( const char *className ); virtual ~CBaseCSGrenadeProjectile();
//Constants for all CS Grenades
static inline float GetGrenadeGravity() { return 0.4f; } static inline const float GetGrenadeFriction() { return 0.2f; } static inline const float GetGrenadeElasticity() { return 0.45f; }
//Think function to emit danger sounds for the AI
void DangerSoundThink( void ); virtual float GetShakeAmplitude( void ) { return 0.0f; } virtual void Splash();
// Specify what velocity we want the grenade to have on the client immediately.
// Without this, the entity wouldn't have an interpolation history initially, so it would
// sit still until it had gotten a few updates from the server.
void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity );
// [jpaquin] give grenade projectiles a link back to the type
// of weapon they are
CCSWeaponInfo *m_pWeaponInfo;
protected:
//Set the time to detonate ( now + timer )
void SetDetonateTimerLength( float timer );
private: //Custom collision to allow for constant elasticity on hit surfaces
virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); float m_flDetonateTime; #endif
};
#endif // BASECSGRENADE_PROJECTILE_H
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