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90 lines
2.3 KiB
90 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_DODBASEGRENADE_H
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#define WEAPON_DODBASEGRENADE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_dodbase.h"
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#include "dod_shareddefs.h"
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#ifdef CLIENT_DLL
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#define CWeaponDODBaseGrenade C_WeaponDODBaseGrenade
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#endif
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class CWeaponDODBaseGrenade : public CWeaponDODBase
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{
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public:
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DECLARE_CLASS( CWeaponDODBaseGrenade, CWeaponDODBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponDODBaseGrenade();
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virtual void PrimaryAttack();
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virtual bool CanHolster();
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virtual bool IsArmed( void ) { return m_bArmed == true; }
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void SetArmed( bool bArmed ) { m_bArmed = bArmed; }
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virtual Activity GetIdleActivity( void );
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virtual Activity GetPrimaryAttackActivity( void );
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virtual Activity GetDrawActivity( void );
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#ifdef CLIENT_DLL
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#else
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DECLARE_DATADESC();
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virtual void Precache();
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virtual void ItemPostFrame();
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virtual bool AllowsAutoSwitchFrom( void ) const;
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virtual bool Deploy();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual bool Reload();
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void DecrementAmmo( CBaseCombatCharacter *pOwner );
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void StartThrow( int iThrowType );
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void DropGrenade( void ); //forces the grenade to be dropped
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virtual void ThrowGrenade( bool bDrop );
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// Each derived grenade class implements this.
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH );
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void SetDetonateTime( float flDetonateTime )
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{
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m_flDetonateTime = flDetonateTime;
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SetArmed( true );
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}
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void InputSetDetonateTime( inputdata_t &inputdata );
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virtual float GetDetonateTimerLength( void ) { return GRENADE_FUSE_LENGTH; }
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protected:
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#endif
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bool m_bRedraw; // Draw the weapon again after throwing a grenade
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CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
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CNetworkVar( bool, m_bArmed ); // is the grenade armed?
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float m_flDetonateTime; // what time the grenade will explode ( if > 0 )
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CWeaponDODBaseGrenade( const CWeaponDODBaseGrenade & ) {}
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};
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#endif // WEAPON_DODBASEGRENADE_H
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