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: TF Concussion Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_CONCUSSION_H
#define TF_WEAPON_GRENADE_CONCUSSION_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeConcussion C_TFGrenadeConcussion
#endif
//=============================================================================
//
// TF Concussion Grenade
//
class CTFGrenadeConcussion : public CTFWeaponBaseGrenade
{
public:
DECLARE_CLASS( CTFGrenadeConcussion, CTFWeaponBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFGrenadeConcussion() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CONCUSSION; }
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
#endif
CTFGrenadeConcussion( const CTFGrenadeConcussion & ) {}
};
//=============================================================================
//
// TF Concussion Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CTFGrenadeConcussionProjectile : public CTFWeaponBaseGrenadeProj
{
public:
DECLARE_CLASS( CTFGrenadeConcussionProjectile, CTFWeaponBaseGrenadeProj );
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CONCUSSION; }
// Creation.
static CTFGrenadeConcussionProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
// Overrides.
virtual void Spawn();
virtual void Precache();
virtual void BounceSound( void );
virtual void Explode( trace_t *pTrace, int bitsDamageType );
virtual void Detonate();
private:
float m_flDetonateTime;
};
#endif
#endif // TF_WEAPON_GRENADE_CONCUSSION_H