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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASEGRENADE_SHARED_H
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#define BASEGRENADE_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( CLIENT_DLL )
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#define CBaseGrenade C_BaseGrenade
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#include "c_basecombatcharacter.h"
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#else
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#include "basecombatcharacter.h"
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#include "player_pickup.h"
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#endif
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#define BASEGRENADE_EXPLOSION_VOLUME 1024
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class CTakeDamageInfo;
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#if !defined( CLIENT_DLL )
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class CBaseGrenade : public CBaseCombatCharacter, public CDefaultPlayerPickupVPhysics
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#else
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class CBaseGrenade : public CBaseCombatCharacter
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#endif
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{
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DECLARE_CLASS( CBaseGrenade, CBaseCombatCharacter );
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public:
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CBaseGrenade(void);
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~CBaseGrenade(void);
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DECLARE_PREDICTABLE();
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DECLARE_NETWORKCLASS();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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virtual void Precache( void );
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virtual void Explode( trace_t *pTrace, int bitsDamageType );
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void Smoke( void );
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void BounceTouch( CBaseEntity *pOther );
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void SlideTouch( CBaseEntity *pOther );
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void ExplodeTouch( CBaseEntity *pOther );
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void DangerSoundThink( void );
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void PreDetonate( void );
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virtual void Detonate( void );
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void DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void TumbleThink( void );
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virtual Vector GetBlastForce() { return vec3_origin; }
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virtual void BounceSound( void );
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virtual int BloodColor( void ) { return DONT_BLEED; }
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual float GetShakeAmplitude( void ) { return 25.0; }
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virtual float GetShakeRadius( void ) { return 750.0; }
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// Damage accessors.
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virtual float GetDamage()
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{
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return m_flDamage;
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}
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virtual float GetDamageRadius()
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{
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return m_DmgRadius;
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}
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virtual void SetDamage(float flDamage)
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{
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m_flDamage = flDamage;
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}
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virtual void SetDamageRadius(float flDamageRadius)
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{
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m_DmgRadius = flDamageRadius;
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}
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// Bounce sound accessors.
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void SetBounceSound( const char *pszBounceSound )
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{
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m_iszBounceSound = MAKE_STRING( pszBounceSound );
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}
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CBaseCombatCharacter *GetThrower( void );
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void SetThrower( CBaseCombatCharacter *pThrower );
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CBaseEntity *GetOriginalThrower() { return m_hOriginalThrower; }
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#if !defined( CLIENT_DLL )
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// Allow +USE pickup
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int ObjectCaps()
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{
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return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS);
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}
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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#endif
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public:
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity );
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags );
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bool m_bHasWarnedAI; // whether or not this grenade has issued its DANGER sound to the world sound list yet.
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CNetworkVar( bool, m_bIsLive ); // Is this grenade live, or can it be picked up?
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CNetworkVar( float, m_DmgRadius ); // How far do I do damage?
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float m_flDetonateTime; // Time at which to detonate.
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float m_flWarnAITime; // Time at which to warn the AI
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protected:
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CNetworkVar( float, m_flDamage ); // Damage to inflict.
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string_t m_iszBounceSound; // The sound to make on bouncing. If not NULL, overrides the BounceSound() function.
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private:
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CNetworkHandle( CBaseEntity, m_hThrower ); // Who threw this grenade
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EHANDLE m_hOriginalThrower; // Who was the original thrower of this grenade
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CBaseGrenade( const CBaseGrenade & ); // not defined, not accessible
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};
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#endif // BASEGRENADE_SHARED_H
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