Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef SPORE_GRENADE_H
#define SPORE_GRENADE_H
// Contact/Timed spore grenade
class CSporeGrenade : public CGrenade
{
public:
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
void Precache(void);
void Spawn(void);
static CGrenade *ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time);
static CGrenade *ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Explode(TraceResult *pTrace, int bitsDamageType);
void EXPORT Smoke(void);
void EXPORT BounceTouch(CBaseEntity *pOther);
void EXPORT SlideTouch(CBaseEntity *pOther);
void EXPORT ExplodeTouch(CBaseEntity *pOther);
void EXPORT DangerSoundThink(void);
void EXPORT PreDetonate(void);
void EXPORT Detonate(void);
void EXPORT DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT TumbleThink(void);
void EXPORT FlyThink(void);
virtual void BounceSound(void);
virtual int BloodColor(void) { return DONT_BLEED; }
virtual void Killed(entvars_t *pevAttacker, int iGib);
static void SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise);
static void SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise);
CSprite* m_pSporeGlow;
float m_flNextSpriteTrailSpawn;
};
#endif // SPORE_GRENADE_H