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51 lines
1.4 KiB
51 lines
1.4 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef GRENADE_ANTIPERSONNEL_H
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#define GRENADE_ANTIPERSONNEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CSprite;
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#include "grenade_base_empable.h"
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//-----------------------------------------------------------------------------
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// Purpose: Antipersonnel grenade
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//-----------------------------------------------------------------------------
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class CGrenadeAntiPersonnel : public CBaseEMPableGrenade
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{
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DECLARE_CLASS( CGrenadeAntiPersonnel, CBaseEMPableGrenade );
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public:
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CGrenadeAntiPersonnel();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void UpdateOnRemove( void );
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virtual void BounceTouch( CBaseEntity *pOther );
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// virtual void BounceSound( void );
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virtual float GetShakeRadius( void );
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virtual void Detonate( void );
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// Damage type accessors
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virtual int GetDamageType() const { return DMG_BLAST; }
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static CGrenadeAntiPersonnel *CGrenadeAntiPersonnel::Create( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
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void SetExplodeOnContact( bool bExplode ) { m_bExplodeOnContact = bExplode; }
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private:
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CSprite *m_pLiveSprite;
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bool m_bExplodeOnContact;
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};
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#endif // GRENADE_ANTIPERSONNEL_H
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