Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The Commando's anti-personnel grenades
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "Sprite.h"
#include "basetfplayer_shared.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "weapon_combat_basegrenade.h"
#include "weapon_combatshield.h"
#include "in_buttons.h"
#include "grenade_emp.h"
#if defined( CLIENT_DLL )
#define CWeaponCombatGrenadeEMP C_WeaponCombatGrenadeEMP
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Combo shield & grenade weapon
//-----------------------------------------------------------------------------
class CWeaponCombatGrenadeEMP : public CWeaponCombatBaseGrenade
{
DECLARE_CLASS( CWeaponCombatGrenadeEMP, CWeaponCombatBaseGrenade );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatGrenadeEMP();
virtual void Precache( void );
virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
private:
CWeaponCombatGrenadeEMP( const CWeaponCombatGrenadeEMP & );
};
LINK_ENTITY_TO_CLASS( weapon_combat_grenade_emp, CWeaponCombatGrenadeEMP );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatGrenadeEMP, DT_WeaponCombatGrenadeEMP )
BEGIN_NETWORK_TABLE( CWeaponCombatGrenadeEMP, DT_WeaponCombatGrenadeEMP )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatGrenadeEMP )
END_PREDICTION_DATA()
PRECACHE_WEAPON_REGISTER(weapon_combat_grenade_emp);
CWeaponCombatGrenadeEMP::CWeaponCombatGrenadeEMP( void )
{
SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatGrenadeEMP::Precache( void )
{
BaseClass::Precache();
#if !defined( CLIENT_DLL )
UTIL_PrecacheOther( "grenade_emp" );
#endif
}
CBaseGrenade *CWeaponCombatGrenadeEMP::CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner )
{
return CGrenadeEMP::Create(vecOrigin, vecAngles, pOwner );
}