Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Nail Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_NAIL_H
#define TF_WEAPON_GRENADE_NAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeNail C_TFGrenadeNail
#endif
//=============================================================================
//
// TF Nail Grenade
//
class CTFGrenadeNail : public CTFWeaponBaseGrenade
{
public:
DECLARE_CLASS( CTFGrenadeNail, CTFWeaponBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// DECLARE_ACTTABLE();
CTFGrenadeNail() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
#endif
public:
CTFGrenadeNail( const CTFGrenadeNail & ) {}
};
//=============================================================================
//
// TF Nail Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CNailGrenadeController : public IMotionEvent
{
DECLARE_SIMPLE_DATADESC();
public:
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
public:
void SetDesiredPosAndOrientation( Vector pos, QAngle orientation );
private:
Vector m_vecDesiredPosition;
QAngle m_angDesiredOrientation;
bool m_bReachedPos;
bool m_bReachedOrientation;
};
class CTFGrenadeNailProjectile : public CTFWeaponBaseGrenadeProj
{
public:
~CTFGrenadeNailProjectile();
DECLARE_CLASS( CTFGrenadeNailProjectile, CTFWeaponBaseGrenadeProj );
DECLARE_DATADESC();
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
// Creation.
static CTFGrenadeNailProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
// Overrides.
virtual void Spawn();
virtual void Precache();
virtual void BounceSound( void );
virtual void Detonate();
virtual int OnTakeDamage( const CTakeDamageInfo &info );
void StartEmittingNails( void );
void EmitNails( void );
CNailGrenadeController m_GrenadeController;
IPhysicsMotionController *m_pMotionController;
public:
bool m_bActivated;
float m_flNailAngle;
int m_iNumNailBurstsLeft;
};
#endif // GAME_DLL
#endif // TF_WEAPON_GRENADE_NAIL_H