Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Pumpkin Bomb
//
//=============================================================================
#ifndef TF_PUMPKIN_BOMB_H
#define TF_PUMPKIN_BOMB_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#define CTFPumpkinBomb C_TFPumpkinBomb
#endif
class CTFPumpkinBombShim : public CBaseAnimating { virtual void PumpkinTouch( CBaseEntity *pOther ) = 0; public: void Touch( CBaseEntity *pOther ) { return PumpkinTouch( pOther ) ; } };
DECLARE_AUTO_LIST( ITFPumpkinBomb );
class CTFPumpkinBomb : public CTFPumpkinBombShim, public ITFPumpkinBomb { DECLARE_CLASS( CTFPumpkinBomb, CBaseAnimating ); DECLARE_NETWORKCLASS();
public: CTFPumpkinBomb(); ~CTFPumpkinBomb() {}
virtual void Precache( void ); virtual void Spawn( void ); void Break( void ); virtual void PumpkinTouch( CBaseEntity *pOther ) OVERRIDE;
void SetInitParams( float scale, float damage, float radius, int iTeam, float flLifeTime );
void RemovePumpkin();
#ifdef GAME_DLL
virtual void Event_Killed( const CTakeDamageInfo &info ); virtual int OnTakeDamage( const CTakeDamageInfo &info );
void SetSpell( bool bSpell ) { m_bIsSpell = bSpell; } #endif
private: #ifdef GAME_DLL
bool m_bIsSpell; #endif
bool m_bDead; bool m_bPrecached;
int m_iTeam; float m_flDamage; float m_flScale; float m_flRadius; float m_flLifeTime; };
#endif //TF_PUMPKIN_BOMB_H
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