Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOD_BASEROCKET_H
#define DOD_BASEROCKET_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "baseanimating.h"
#include "smoke_trail.h"
#include "weapon_dodbase.h"
class RocketTrail;
//================================================
// CDODBaseRocket
//================================================
class CDODBaseRocket : public CBaseAnimating
{
DECLARE_CLASS( CDODBaseRocket, CBaseAnimating );
public:
CDODBaseRocket();
~CDODBaseRocket();
void Spawn( void );
void Precache( void );
void RocketTouch( CBaseEntity *pOther );
void Explode( void );
void Fire( void );
virtual float GetDamage() { return m_flDamage; }
virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
unsigned int PhysicsSolidMaskForEntity( void ) const;
static CDODBaseRocket *Create( const char *szClassname, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner );
void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity );
virtual DODWeaponID GetEmitterWeaponID() { return WEAPON_NONE; Assert(0); }
protected:
virtual void DoExplosion( trace_t *pTrace );
void FlyThink( void );
float m_flDamage;
CNetworkVector( m_vInitialVelocity );
private:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
float m_flCollideWithTeammatesTime;
bool m_bCollideWithTeammates;
};
#endif // DOD_BASEROCKET_H