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