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:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbase.h"
#include "gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "weapon_hegrenade.h"
#ifdef CLIENT_DLL
#else
#include "cs_player.h"
#include "items.h"
#include "hegrenade_projectile.h"
#endif
#define GRENADE_TIMER 3.0f //Seconds
IMPLEMENT_NETWORKCLASS_ALIASED( HEGrenade, DT_HEGrenade )
BEGIN_NETWORK_TABLE(CHEGrenade, DT_HEGrenade)
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CHEGrenade )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_hegrenade, CHEGrenade );
PRECACHE_WEAPON_REGISTER( weapon_hegrenade );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CHEGrenade )
END_DATADESC()
void CHEGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
{
//=============================================================================
// HPE_BEGIN:
// [Forrest] Start a new bullet group so that damage dealt by the grenade will be counted as a separate hit from damage previously dealt.
//=============================================================================
#ifdef GAME_DLL
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
if ( pCSPlayer )
{
pCSPlayer->StartNewBulletGroup();
}
#endif
//=============================================================================
// HPE_END
//=============================================================================
CHEGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER );
}
#endif