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 Caltrop Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_CALTROP_H
#define TF_WEAPON_GRENADE_CALTROP_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeCaltrop C_TFGrenadeCaltrop
#define CTFGrenadeCaltropProjectile C_TFGrenadeCaltropProjectile
#endif
//=============================================================================
//
// TF Caltrop Grenade
//
class CTFGrenadeCaltrop : public CTFWeaponBaseGrenade
{
public:
DECLARE_CLASS( CTFGrenadeCaltrop, CTFWeaponBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// DECLARE_ACTTABLE();
CTFGrenadeCaltrop() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CALTROP; }
// 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
CTFGrenadeCaltrop( const CTFGrenadeCaltrop & ) {}
};
//=============================================================================
//
// TF Caltrop Grenade Projectile (Server specific.)
//
class CTFGrenadeCaltropProjectile : public CTFWeaponBaseGrenadeProj
{
public:
DECLARE_CLASS( CTFGrenadeCaltropProjectile, CTFWeaponBaseGrenadeProj );
DECLARE_NETWORKCLASS();
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CALTROP; }
#ifdef GAME_DLL
// Creation.
static CTFGrenadeCaltropProjectile *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 Detonate();
#endif
virtual void Touch( CBaseEntity *pOther );
#ifdef CLIENT_DLL
virtual void OnDataChanged(DataUpdateType_t updateType);
#endif
private:
float m_flDetonateTime;
};
#endif // TF_WEAPON_GRENADE_CALTROP_H