Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_decoy.h"
#if !defined( CLIENT_DLL )
#include "tf_player.h"
#include "bot_npc/bot_npc_decoy.h"
#else
#include "c_tf_player.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFDecoy, DT_WeaponDecoy )
BEGIN_NETWORK_TABLE( CTFDecoy, DT_WeaponDecoy )
END_NETWORK_TABLE()
/*
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFDecoy )
END_DATADESC()
#endif
*/
LINK_ENTITY_TO_CLASS( tf_weapon_decoy, CTFDecoy );
PRECACHE_WEAPON_REGISTER( tf_weapon_decoy );
//-----------------------------------------------------------------------------
CTFDecoy::CTFDecoy()
{
}
//-----------------------------------------------------------------------------
void CTFDecoy::PrimaryAttack( void )
{
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
#if !defined( CLIENT_DLL )
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
{
return;
}
if ( !CanAttack() )
return;
CBotNPCDecoy *decoy = (CBotNPCDecoy *)CreateEntityByName( "bot_npc_decoy" );
if ( decoy )
{
decoy->SetOwnerEntity( pOwner );
DispatchSpawn( decoy );
m_flNextPrimaryAttack = gpGlobals->curtime + 5.0f;
}
#endif // CLIENT_DLL
}