//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: TF Gas Grenade. // //=============================================================================// #ifndef TF_WEAPON_GRENADE_SMOKE_BOMB_H #define TF_WEAPON_GRENADE_SMOKE_BOMB_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_grenade.h" #include "tf_weaponbase_grenadeproj.h" // Client specific. #ifdef CLIENT_DLL #define CTFGrenadeSmokeBomb C_TFGrenadeSmokeBomb #endif //============================================================================= // // TF Gas Grenade // class CTFGrenadeSmokeBomb : public CTFWeaponBaseGrenade { public: DECLARE_CLASS( CTFGrenadeSmokeBomb, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // DECLARE_ACTTABLE(); CTFGrenadeSmokeBomb() {} // Unique identifier. virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_SMOKE_BOMB; } // 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 ); virtual bool ShouldDetonate( void ); #endif CTFGrenadeSmokeBomb( const CTFGrenadeSmokeBomb & ) {} }; #endif // TF_WEAPON_GRENADE_SMOKE_BOMB_H