Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#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