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83 lines
1.8 KiB
83 lines
1.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_BASECSGRENADE_H
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#define WEAPON_BASECSGRENADE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_csbase.h"
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#ifdef CLIENT_DLL
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#define CBaseCSGrenade C_BaseCSGrenade
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#endif
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class CBaseCSGrenade : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CBaseCSGrenade, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CBaseCSGrenade();
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virtual void Precache();
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bool Deploy();
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bool Holster( CBaseCombatWeapon *pSwitchingTo );
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void PrimaryAttack();
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void SecondaryAttack();
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// virtual float GetSpread() const;
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bool Reload();
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virtual void ItemPostFrame();
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void DecrementAmmo( CBaseCombatCharacter *pOwner );
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virtual void StartGrenadeThrow();
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virtual void ThrowGrenade();
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virtual void DropGrenade();
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bool IsPinPulled() const;
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bool IsBeingThrown() const { return m_fThrowTime > 0; }
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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virtual bool AllowsAutoSwitchFrom( void ) const;
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int CapabilitiesGet();
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// Each derived grenade class implements this.
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer );
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#endif
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protected:
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CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
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CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
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CNetworkVar( float, m_fThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
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private:
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CBaseCSGrenade( const CBaseCSGrenade & ) {}
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};
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inline bool CBaseCSGrenade::IsPinPulled() const
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{
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return m_bPinPulled;
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}
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#endif // WEAPON_BASECSGRENADE_H
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