Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbase.h"
#include "gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "weapon_hegrenade.h"
#ifdef CLIENT_DLL
#else
#include "cs_player.h"
#include "items.h"
#include "hegrenade_projectile.h"
#endif
#define GRENADE_TIMER 3.0f //Seconds
IMPLEMENT_NETWORKCLASS_ALIASED( HEGrenade, DT_HEGrenade )
BEGIN_NETWORK_TABLE(CHEGrenade, DT_HEGrenade) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CHEGrenade ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_hegrenade, CHEGrenade ); PRECACHE_WEAPON_REGISTER( weapon_hegrenade );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CHEGrenade ) END_DATADESC()
void CHEGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer ) { //=============================================================================
// HPE_BEGIN:
// [Forrest] Start a new bullet group so that damage dealt by the grenade will be counted as a separate hit from damage previously dealt.
//=============================================================================
#ifdef GAME_DLL
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer ); if ( pCSPlayer ) { pCSPlayer->StartNewBulletGroup(); } #endif
//=============================================================================
// HPE_END
//=============================================================================
CHEGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER ); } #endif
|