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51 lines
1.8 KiB
51 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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// TF Nail Projectile
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//
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//=============================================================================
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#ifndef TF_PROJECTILE_NAIL_H
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#define TF_PROJECTILE_NAIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "tf_projectile_base.h"
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#include "tf_weaponbase_gun.h"
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//-----------------------------------------------------------------------------
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// Purpose: Identical to a nail except for model used
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//-----------------------------------------------------------------------------
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class CTFProjectile_Syringe : public CTFBaseProjectile
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{
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DECLARE_CLASS( CTFProjectile_Syringe, CTFBaseProjectile );
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public:
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// Creation.
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static CTFBaseProjectile *Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher = NULL, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, bool bCritical = false );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual const char *GetProjectileModelName( void ) { return "models/weapons/w_models/w_syringe_proj.mdl"; }
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virtual float GetGravity( void );
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};
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#ifdef STAGING_ONLY
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//-----------------------------------------------------------------------------
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class CTFProjectile_Tranq : public CTFProjectile_Syringe
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{
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DECLARE_CLASS( CTFProjectile_Tranq, CTFProjectile_Syringe );
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public:
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// Creation.
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static CTFBaseProjectile *Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher = NULL, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, bool bCritical = false );
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virtual const char *GetProjectileModelName( void ) { return "models/weapons/w_models/w_syringe_proj.mdl"; }
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virtual float GetGravity( void );
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#ifdef GAME_DLL
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virtual void ProjectileTouch( CBaseEntity *pOther );
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#endif // GAME_DLL
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};
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#endif // STAGING_ONLY
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#endif //TF_PROJECTILE_NAIL_H
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