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119 lines
2.6 KiB
119 lines
2.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Gas Grenade.
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//
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//=============================================================================//
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#ifndef TF_WEAPON_GRENADE_GAS_H
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#define TF_WEAPON_GRENADE_GAS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_grenade.h"
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#include "tf_weaponbase_grenadeproj.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFGrenadeGas C_TFGrenadeGas
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#endif
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//=============================================================================
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//
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// TF Gas Grenade
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//
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class CTFGrenadeGas : public CTFWeaponBaseGrenade
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{
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public:
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DECLARE_CLASS( CTFGrenadeGas, CTFWeaponBaseGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// DECLARE_ACTTABLE();
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CTFGrenadeGas() {}
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// Unique identifier.
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; }
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
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#endif
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CTFGrenadeGas( const CTFGrenadeGas & ) {}
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};
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#ifdef CLIENT_DLL
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#define CTFGasGrenadeEffect C_TFGasGrenadeEffect
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#endif
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class CTFGasGrenadeEffect : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CTFGasGrenadeEffect, CBaseEntity );
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DECLARE_NETWORKCLASS();
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#ifndef CLIENT_DLL
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virtual int UpdateTransmitState( void );
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#else
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CTFGasGrenadeEffect()
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{
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m_pGasEffect = NULL;
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}
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virtual void OnDataChanged( DataUpdateType_t updateType );
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CNewParticleEffect *m_pGasEffect;
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#endif
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};
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//=============================================================================
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//
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// TF Gase Grenade Projectile (Server specific.)
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//
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#ifdef GAME_DLL
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class CTFGrenadeGasProjectile : public CTFWeaponBaseGrenadeProj
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{
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public:
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DECLARE_CLASS( CTFGrenadeGasProjectile, CTFWeaponBaseGrenadeProj );
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DECLARE_DATADESC();
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~CTFGrenadeGasProjectile();
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// Unique identifier.
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; }
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// Creation.
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static CTFGrenadeGasProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
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// Overrides.
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virtual void Spawn();
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virtual void Precache();
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virtual void BounceSound( void );
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virtual void Detonate();
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virtual void DetonateThink( void );
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void Think_Emit( void );
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void Think_Fade( void );
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private:
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int m_nPulses;
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CHandle<CTFGasGrenadeEffect> m_hGasEffect;
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};
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#endif
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#endif // TF_WEAPON_GRENADE_GAS_H
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