Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEGRENADE_SHARED_H
#define BASEGRENADE_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "baseprojectile.h"
#if defined( CLIENT_DLL )
#define CBaseGrenade C_BaseGrenade
#include "c_basecombatcharacter.h"
#else
#include "basecombatcharacter.h"
#include "player_pickup.h"
#endif
#define BASEGRENADE_EXPLOSION_VOLUME 1024
class CTakeDamageInfo;
#if !defined( CLIENT_DLL )
class CBaseGrenade : public CBaseProjectile, public CDefaultPlayerPickupVPhysics
#else
class CBaseGrenade : public CBaseProjectile
#endif
{
DECLARE_CLASS( CBaseGrenade, CBaseProjectile );
public:
CBaseGrenade(void);
~CBaseGrenade(void);
DECLARE_PREDICTABLE();
DECLARE_NETWORKCLASS();
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
virtual void Precache( void );
virtual void Explode( trace_t *pTrace, int bitsDamageType );
void Smoke( void );
void BounceTouch( CBaseEntity *pOther );
void SlideTouch( CBaseEntity *pOther );
void ExplodeTouch( CBaseEntity *pOther );
void DangerSoundThink( void );
void PreDetonate( void );
virtual void Detonate( void );
void DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void TumbleThink( void );
virtual Vector GetBlastForce() { return vec3_origin; }
virtual void BounceSound( void );
virtual int BloodColor( void ) { return DONT_BLEED; }
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual float GetShakeAmplitude( void ) { return 25.0; }
virtual float GetShakeRadius( void ) { return 750.0; }
// Damage accessors.
virtual float GetDamage()
{
return m_flDamage;
}
virtual float GetDamageRadius()
{
return m_DmgRadius;
}
virtual void SetDamage(float flDamage)
{
m_flDamage = flDamage;
}
virtual void SetDamageRadius(float flDamageRadius)
{
m_DmgRadius = flDamageRadius;
}
// Bounce sound accessors.
void SetBounceSound( const char *pszBounceSound )
{
m_iszBounceSound = MAKE_STRING( pszBounceSound );
}
CBaseCombatCharacter *GetThrower( void );
void SetThrower( CBaseCombatCharacter *pThrower );
CBaseEntity *GetOriginalThrower() { return m_hOriginalThrower; }
#if !defined( CLIENT_DLL )
// Allow +USE pickup
int ObjectCaps()
{
return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS);
}
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
#endif
public:
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity );
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags );
bool m_bHasWarnedAI; // whether or not this grenade has issued its DANGER sound to the world sound list yet.
CNetworkVar( bool, m_bIsLive ); // Is this grenade live, or can it be picked up?
CNetworkVar( float, m_DmgRadius ); // How far do I do damage?
CNetworkVar( float, m_flNextAttack );
float m_flDetonateTime; // Time at which to detonate.
float m_flWarnAITime; // Time at which to warn the AI
protected:
CNetworkVar( float, m_flDamage ); // Damage to inflict.
string_t m_iszBounceSound; // The sound to make on bouncing. If not NULL, overrides the BounceSound() function.
private:
CNetworkHandle( CBaseEntity, m_hThrower ); // Who threw this grenade
EHANDLE m_hOriginalThrower; // Who was the original thrower of this grenade
CBaseGrenade( const CBaseGrenade & ); // not defined, not accessible
};
#endif // BASEGRENADE_SHARED_H