Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Nail Projectile
//
//=============================================================================
#ifndef TF_PROJECTILE_NAIL_H
#define TF_PROJECTILE_NAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "tf_projectile_base.h"
#include "tf_weaponbase_gun.h"
//-----------------------------------------------------------------------------
// Purpose: Identical to a nail except for model used
//-----------------------------------------------------------------------------
class CTFProjectile_Syringe : public CTFBaseProjectile { DECLARE_CLASS( CTFProjectile_Syringe, CTFBaseProjectile );
public: // Creation.
static CTFBaseProjectile *Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher = NULL, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, bool bCritical = false );
virtual unsigned int PhysicsSolidMaskForEntity( void ) const; virtual const char *GetProjectileModelName( void ) { return "models/weapons/w_models/w_syringe_proj.mdl"; } virtual float GetGravity( void ); };
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
class CTFProjectile_Tranq : public CTFProjectile_Syringe { DECLARE_CLASS( CTFProjectile_Tranq, CTFProjectile_Syringe );
public: // Creation.
static CTFBaseProjectile *Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher = NULL, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, bool bCritical = false );
virtual const char *GetProjectileModelName( void ) { return "models/weapons/w_models/w_syringe_proj.mdl"; } virtual float GetGravity( void );
#ifdef GAME_DLL
virtual void ProjectileTouch( CBaseEntity *pOther ); #endif // GAME_DLL
}; #endif // STAGING_ONLY
#endif //TF_PROJECTILE_NAIL_H
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