Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_riflegrenade_us.h"
#include "dod_shareddefs.h"
#define GRENADE_MODEL "models/Weapons/w_garand_rg_grenade.mdl"
LINK_ENTITY_TO_CLASS( grenade_riflegren_us, CDODRifleGrenadeUS );
PRECACHE_WEAPON_REGISTER( grenade_riflegren_us );
IMPLEMENT_SERVERCLASS_ST( CDODRifleGrenadeUS, DT_DODRifleGrenadeUS )
END_SEND_TABLE()
CDODRifleGrenadeUS* CDODRifleGrenadeUS::Create(
const Vector &position,
const QAngle &angles,
const Vector &velocity,
const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner,
float timer,
DODWeaponID weaponID )
{
CDODRifleGrenadeUS *pGrenade = (CDODRifleGrenadeUS*)CBaseEntity::Create( "grenade_riflegren_us", position, angles, pOwner );
Assert( pGrenade );
if( !pGrenade )
return NULL;
IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->AddVelocity( &velocity, &angVelocity );
}
// Who threw this grenade
pGrenade->SetThrower( pOwner );
pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
// How long until we explode
pGrenade->SetDetonateTimerLength( timer );
// Save the weapon id for stats purposes
pGrenade->m_EmitterWeaponID = weaponID;
return pGrenade;
}
void CDODRifleGrenadeUS::Spawn()
{
SetModel( GRENADE_MODEL );
BaseClass::Spawn();
}
void CDODRifleGrenadeUS::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "HEGrenade.Bounce" );
BaseClass::Precache();
}
//Pass the classname of the exploding version of this grenade.
char *CDODRifleGrenadeUS::GetExplodingClassname()
{
return "weapon_riflegren_us_live";
}