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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_basecombatobject.h"
#if !defined( CLIENT_DLL )
// #include "grenade_antipersonnel.h"
#else
#define CWeaponObjRallyFlag C_WeaponObjRallyFlag
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Combat object weapon for the Rally Flag
//-----------------------------------------------------------------------------
class CWeaponObjRallyFlag : public CWeaponBaseCombatObject
{
DECLARE_CLASS( CWeaponObjRallyFlag, CWeaponBaseCombatObject );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponObjRallyFlag( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
private:
CWeaponObjRallyFlag( const CWeaponObjRallyFlag & );
};
CWeaponObjRallyFlag::CWeaponObjRallyFlag( void )
{
m_szObjectName = "obj_rallyflag";
m_vecBuildMins = RALLYFLAG_MINS - Vector( 4,4,4 );
m_vecBuildMaxs = RALLYFLAG_MAXS + Vector( 4,4,4 );
SetPredictionEligible( true );
}
LINK_ENTITY_TO_CLASS( weapon_obj_rallyflag, CWeaponObjRallyFlag );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponObjRallyFlag, DT_WeaponObjRallyFlag )
BEGIN_NETWORK_TABLE( CWeaponObjRallyFlag, DT_WeaponObjRallyFlag )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponObjRallyFlag )
END_PREDICTION_DATA()
PRECACHE_WEAPON_REGISTER(weapon_obj_rallyflag);