Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DOD_BASEGRENADE_H
#define DOD_BASEGRENADE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
#include "basegrenade_shared.h"
class CGrenadeTrail;
class CGrenadeController : public IMotionEvent
{
DECLARE_SIMPLE_DATADESC();
public:
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
};
class CDODBaseGrenade : public CBaseGrenade
{
public:
DECLARE_CLASS( CDODBaseGrenade, CBaseGrenade );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CDODBaseGrenade();
virtual ~CDODBaseGrenade();
virtual void Spawn();
virtual void Precache( void );
static inline float GetGrenadeGravity() { return 0.4f; }
static inline const float GetGrenadeFriction() { return 0.5f; }
static inline const float GetGrenadeElasticity() { return 0.2f; }
void DetonateThink( void );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual char *GetExplodingClassname( void );
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS; }
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual void Detonate();
bool CreateVPhysics();
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
virtual void Explode( trace_t *pTrace, int bitsDamageType );
void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity )
{
m_vInitialVelocity = velocity;
}
CGrenadeController m_GrenadeController;
IPhysicsMotionController *m_pMotionController;
virtual bool CanBePickedUp( void ) { return true; }
virtual void OnPickedUp( void ) {}
virtual float GetElasticity();
virtual DODWeaponID GetEmitterWeaponID() { return m_EmitterWeaponID; }
protected:
//Set the time to detonate ( now + timer )
virtual void SetDetonateTimerLength( float timer );
float m_flDetonateTime;
//Custom collision to allow for constant elasticity on hit surfaces
virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity );
bool m_bUseVPhysics;
DODWeaponID m_EmitterWeaponID;
private:
CDODBaseGrenade( const CDODBaseGrenade & );
bool m_bInSolid;
// 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 );
float m_flCollideWithTeammatesTime;
bool m_bCollideWithTeammates;
};
#endif // DOD_BASEGRENADE_H