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113 lines
2.8 KiB
113 lines
2.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Nail Grenade.
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//
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//=============================================================================//
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#ifndef TF_WEAPON_GRENADE_NAIL_H
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#define TF_WEAPON_GRENADE_NAIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_grenade.h"
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#include "tf_weaponbase_grenadeproj.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFGrenadeNail C_TFGrenadeNail
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#endif
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//=============================================================================
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//
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// TF Nail Grenade
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//
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class CTFGrenadeNail : public CTFWeaponBaseGrenade
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{
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public:
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DECLARE_CLASS( CTFGrenadeNail, CTFWeaponBaseGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// DECLARE_ACTTABLE();
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CTFGrenadeNail() {}
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// Unique identifier.
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
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#endif
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public:
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CTFGrenadeNail( const CTFGrenadeNail & ) {}
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};
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//=============================================================================
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//
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// TF Nail Grenade Projectile (Server specific.)
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//
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#ifdef GAME_DLL
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class CNailGrenadeController : public IMotionEvent
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{
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DECLARE_SIMPLE_DATADESC();
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public:
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
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public:
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void SetDesiredPosAndOrientation( Vector pos, QAngle orientation );
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private:
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Vector m_vecDesiredPosition;
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QAngle m_angDesiredOrientation;
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bool m_bReachedPos;
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bool m_bReachedOrientation;
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};
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class CTFGrenadeNailProjectile : public CTFWeaponBaseGrenadeProj
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{
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public:
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~CTFGrenadeNailProjectile();
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DECLARE_CLASS( CTFGrenadeNailProjectile, CTFWeaponBaseGrenadeProj );
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DECLARE_DATADESC();
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// Unique identifier.
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
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// Creation.
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static CTFGrenadeNailProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
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// Overrides.
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virtual void Spawn();
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virtual void Precache();
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virtual void BounceSound( void );
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virtual void Detonate();
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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void StartEmittingNails( void );
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void EmitNails( void );
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CNailGrenadeController m_GrenadeController;
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IPhysicsMotionController *m_pMotionController;
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public:
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bool m_bActivated;
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float m_flNailAngle;
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int m_iNumNailBurstsLeft;
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};
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#endif // GAME_DLL
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#endif // TF_WEAPON_GRENADE_NAIL_H
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