You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
49 lines
1.3 KiB
49 lines
1.3 KiB
#ifndef _DEFINED_ASW_SHOTGUN_PELLET_H |
|
#define _DEFINED_ASW_SHOTGUN_PELLET_H |
|
#pragma once |
|
|
|
#ifdef CLIENT_DLL |
|
#define CBaseEntity C_BaseEntity |
|
#endif |
|
|
|
class CSprite; |
|
class CSpriteTrail; |
|
|
|
class CASW_Shotgun_Pellet : public CBaseCombatCharacter |
|
{ |
|
DECLARE_CLASS( CASW_Shotgun_Pellet, CBaseCombatCharacter ); |
|
|
|
#if !defined( CLIENT_DLL ) |
|
DECLARE_DATADESC(); |
|
#endif |
|
|
|
virtual ~CASW_Shotgun_Pellet( void ); |
|
|
|
public: |
|
void Spawn( void ); |
|
void OnRestore( void ); |
|
void Precache( void ); |
|
bool CreateVPhysics( void ); |
|
void CreateEffects( void ); |
|
void KillEffects(); |
|
//void SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity ); |
|
//void VPhysicsUpdate( IPhysicsObject *pPhysics ); |
|
unsigned int PhysicsSolidMaskForEntity() const; |
|
void PelletTouch( CBaseEntity *pOther ); |
|
void PelletHit( CBaseEntity *pOther ); |
|
void SetPelletDamage(float damage) { m_flDamage = damage; } |
|
|
|
static CASW_Shotgun_Pellet *Shotgun_Pellet_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float damage ); |
|
|
|
protected: |
|
CHandle<CSprite> m_pMainGlow; |
|
CHandle<CSpriteTrail> m_pGlowTrail; |
|
CBaseEntity* GetLastHit(); |
|
EHANDLE m_hLastHit; |
|
|
|
float m_flDamage; |
|
bool m_inSolid; |
|
}; |
|
|
|
|
|
#endif // _DEFINED_ASW_SHOTGUN_PELLET_H
|
|
|