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:
//
//=============================================================================//
#ifndef NAILGUN_NAIL_H
#define NAILGUN_NAIL_H
#ifdef _WIN32
#pragma once
#endif
class CTFNailgunNail : public CBaseAnimating
{
public:
DECLARE_CLASS( CTFNailgunNail, CBaseAnimating );
DECLARE_DATADESC();
void Spawn();
void Precache();
// Functions to create all the various types of nails.
static CTFNailgunNail *CreateNail( bool fSendClientNail, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, CBaseEntity *pLauncher, bool fCreateClientNail );
static CTFNailgunNail *CreateSuperNail( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, CBaseEntity *pLauncher );
static CTFNailgunNail *CreateTranqNail( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, CBaseEntity *pLauncher );
static CTFNailgunNail *CreateRailgunNail( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, CBaseEntity *pLauncher );
static CTFNailgunNail *CreateNailGrenNail( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, CBaseEntity *pNailGren );
private:
void RailgunNail_Think();
void NailTouch( CBaseEntity *pOther );
void TranqTouch( CBaseEntity *pOther );
void RailgunNailTouch( CBaseEntity *pOther );
private:
Vector m_vecPreviousVelocity;
int m_iDamage; // How much damage this nail does when it hits an enemy.
};
#endif // NAILGUN_NAIL_H