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82 lines
2.9 KiB
82 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "weapon_dodbasegrenade.h" |
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#ifdef CLIENT_DLL |
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#define CWeaponStickGrenade C_WeaponStickGrenade |
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#else |
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#include "dod_stickgrenade.h" |
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#endif |
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class CWeaponStickGrenade : public CWeaponDODBaseGrenade |
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{ |
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public: |
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DECLARE_CLASS( CWeaponStickGrenade, CWeaponDODBaseGrenade ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponStickGrenade() {} |
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER; } |
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#ifndef CLIENT_DLL |
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) |
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{ |
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// align the stickgrenade vertically and spin end over end |
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QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0); |
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AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 ); |
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CDODStickGrenade::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() ); |
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} |
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#endif |
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CWeaponStickGrenade( const CWeaponStickGrenade & ) {} |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStickGrenade, DT_WeaponStickGrenade ) |
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BEGIN_NETWORK_TABLE(CWeaponStickGrenade, DT_WeaponStickGrenade) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponStickGrenade ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_frag_ger, CWeaponStickGrenade ); |
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PRECACHE_WEAPON_REGISTER( weapon_frag_ger ); |
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acttable_t CWeaponStickGrenade::m_acttable[] = |
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{ |
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// Move this out to the specific grenades??? |
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_STICK, false }, |
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_STICK, false }, |
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false }, |
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_STICK, false }, |
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_STICK, false }, |
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_STICK, false }, |
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_STICK, false }, |
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_STICK, false }, |
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_STICK, false }, |
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false }, |
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_STICK, false }, |
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_STICK, false }, |
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{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_STICK, false }, |
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_STICK, false }, |
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, false }, |
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, false }, |
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// Hand Signals |
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false }, |
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false }, |
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}; |
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IMPLEMENT_ACTTABLE( CWeaponStickGrenade ); |
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