/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #define HANDGRENADE_PRIMARY_VOLUME 450 enum barneyhandgrenade_e { BARNEYHANDGRENADE_IDLE = 0, BARNEYHANDGRENADE_FIDGET, BARNEYHANDGRENADE_PINPULL, BARNEYHANDGRENADE_THROW1, // toss BARNEYHANDGRENADE_THROW2, // medium BARNEYHANDGRENADE_THROW3, // hard BARNEYHANDGRENADE_HOLSTER, BARNEYHANDGRENADE_DRAW }; LINK_ENTITY_TO_CLASS( weapon_barneyhandgrenade, CBarneyHandGrenade ) void CBarneyHandGrenade::Spawn() { Precache(); m_iId = WEAPON_BARNEYHANDGRENADE; SET_MODEL( ENT( pev ), "models/w_grenade.mdl" ); #if !CLIENT_DLL pev->dmg = gSkillData.plrDmgHandGrenade; #endif m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CBarneyHandGrenade::Precache( void ) { PRECACHE_MODEL( "models/v_barneygrenade.mdl" ); CHandGrenade::Precache(); } int CBarneyHandGrenade::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 1; p->iId = m_iId = WEAPON_BARNEYHANDGRENADE; p->iWeight = HANDGRENADE_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CBarneyHandGrenade::Deploy() { m_flReleaseThrow = -1; return DefaultDeploy( "models/v_barneygrenade.mdl", "models/p_grenade.mdl", BARNEYHANDGRENADE_DRAW, "crowbar" ); }