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66 lines
1.7 KiB
66 lines
1.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef WEAPON_COMBAT_BASEGRENADE_H |
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#define WEAPON_COMBAT_BASEGRENADE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "weapon_combat_usedwithshieldbase.h" |
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#include "basegrenade_shared.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponCombatBaseGrenade C_WeaponCombatBaseGrenade |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CWeaponCombatBaseGrenade : public CWeaponCombatUsedWithShieldBase |
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{ |
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DECLARE_CLASS( CWeaponCombatBaseGrenade, CWeaponCombatUsedWithShieldBase ); |
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public: |
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CWeaponCombatBaseGrenade(); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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virtual void ItemPostFrame( void ); |
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virtual void PrimaryAttack( void ); |
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virtual float GetFireRate( void ); |
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virtual void ThrowGrenade( void ); |
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// Custom grenade types |
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virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner ) { return NULL; } |
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/* |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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#if defined( CLIENT_DLL ) |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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#endif |
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*/ |
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public: |
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CNetworkVar( float, m_flStartedThrowAt ); |
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private: |
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CWeaponCombatBaseGrenade( const CWeaponCombatBaseGrenade & ); |
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}; |
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#endif // WEAPON_COMBAT_BASEGRENADE_H
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