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 "weapon_dodbasegrenade.h"
#ifdef CLIENT_DLL
#define CWeaponExplodingHandGrenade C_WeaponExplodingHandGrenade
#else
#include "dod_handgrenade.h" //the thing that we throw
#endif
class CWeaponExplodingHandGrenade : public CWeaponDODBaseGrenade
{
public:
DECLARE_CLASS( CWeaponExplodingHandGrenade, CWeaponDODBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponExplodingHandGrenade() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_US_LIVE; }
#ifndef CLIENT_DLL
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
{
CDODHandGrenade::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() );
}
#endif
virtual bool IsArmed( void ) { return true; }
private:
CWeaponExplodingHandGrenade( const CWeaponExplodingHandGrenade & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponExplodingHandGrenade, DT_WeaponExplodingHandGrenade )
BEGIN_NETWORK_TABLE(CWeaponExplodingHandGrenade, DT_WeaponExplodingHandGrenade)
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponExplodingHandGrenade ) //MATTTODO: are these necessary?
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_frag_us_live, CWeaponExplodingHandGrenade );
PRECACHE_WEAPON_REGISTER( weapon_frag_us_live );