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 CWeaponStickGrenade C_WeaponStickGrenade
#else
#include "dod_stickgrenade.h"
#endif
class CWeaponStickGrenade : public CWeaponDODBaseGrenade
{
public:
DECLARE_CLASS( CWeaponStickGrenade, CWeaponDODBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponStickGrenade() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER; }
#ifndef CLIENT_DLL
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
{
// align the stickgrenade vertically and spin end over end
QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0);
AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 );
CDODStickGrenade::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() );
}
#endif
CWeaponStickGrenade( const CWeaponStickGrenade & ) {}
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStickGrenade, DT_WeaponStickGrenade )
BEGIN_NETWORK_TABLE(CWeaponStickGrenade, DT_WeaponStickGrenade)
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponStickGrenade )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_frag_ger, CWeaponStickGrenade );
PRECACHE_WEAPON_REGISTER( weapon_frag_ger );
acttable_t CWeaponStickGrenade::m_acttable[] =
{
// Move this out to the specific grenades???
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_STICK, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_STICK, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_STICK, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_STICK, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_STICK, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_STICK, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_STICK, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_STICK, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_STICK, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_STICK, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_STICK, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_STICK, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false },
};
IMPLEMENT_ACTTABLE( CWeaponStickGrenade );