#ifndef SQUEAKGRENADE_H #define SQUEAKGRENADE_H #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "soundent.h" #include "gamerules.h" #include "BMOD_messaging.h" enum w_squeak_e { WSQUEAK_IDLE1 = 0, WSQUEAK_FIDGET, WSQUEAK_JUMP, WSQUEAK_RUN, }; enum squeak_e { SQUEAK_IDLE1 = 0, SQUEAK_FIDGETFIT, SQUEAK_FIDGETNIP, SQUEAK_DOWN, SQUEAK_UP, SQUEAK_THROW }; extern cvar_t bm_snarks_mod; extern cvar_t bm_snarktrails; class CSqueakGrenade : public CGrenade { void Spawn( void ); void Precache( void ); int Classify( void ); void EXPORT SuperBounceTouch( CBaseEntity *pOther ); void EXPORT HuntThink( void ); int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } void Killed( entvars_t *pevAttacker, int iGib ); void GibMonster( void ); CBaseEntity *CSqueakGrenade :: BMOD_BestVisibleEnemy ( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; static float m_flNextBounceSoundTime; // CBaseEntity *m_pTarget; float m_flDie; Vector m_vecTarget; float m_flNextHunt; float m_flNextHit; Vector m_posPrev; EHANDLE m_hOwner; int m_iMyClass; public: BOOL m_bWasLaunched; }; #endif