Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#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