Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_BASESDKGRENADE_H
#define WEAPON_BASESDKGRENADE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_sdkbase.h"
#ifdef CLIENT_DLL
#define CBaseSDKGrenade C_BaseSDKGrenade
#endif
class CBaseSDKGrenade : public CWeaponSDKBase { public: DECLARE_CLASS( CBaseSDKGrenade, CWeaponSDKBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CBaseSDKGrenade();
virtual void Precache();
bool Deploy(); bool Holster( CBaseCombatWeapon *pSwitchingTo );
void PrimaryAttack(); void SecondaryAttack();
bool Reload();
virtual void ItemPostFrame(); void DecrementAmmo( CBaseCombatCharacter *pOwner ); virtual void StartGrenadeThrow(); virtual void ThrowGrenade(); virtual void DropGrenade();
bool IsPinPulled() const;
#ifndef CLIENT_DLL
DECLARE_DATADESC();
virtual bool AllowsAutoSwitchFrom( void ) const;
int CapabilitiesGet(); // Each derived grenade class implements this.
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer ); #endif
protected: CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
CNetworkVar( float, m_fThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
private: CBaseSDKGrenade( const CBaseSDKGrenade & ) {} };
inline bool CBaseSDKGrenade::IsPinPulled() const { return m_bPinPulled; }
#endif // WEAPON_BASESDKGRENADE_H
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