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: TF Gas Grenade.
//
//=============================================================================//
#ifndef TF_WEAPON_GRENADE_GAS_H
#define TF_WEAPON_GRENADE_GAS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_grenade.h"
#include "tf_weaponbase_grenadeproj.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFGrenadeGas C_TFGrenadeGas
#endif
//=============================================================================
//
// TF Gas Grenade
//
class CTFGrenadeGas : public CTFWeaponBaseGrenade
{
public:
DECLARE_CLASS( CTFGrenadeGas, CTFWeaponBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// DECLARE_ACTTABLE();
CTFGrenadeGas() {}
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; }
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
#endif
CTFGrenadeGas( const CTFGrenadeGas & ) {}
};
#ifdef CLIENT_DLL
#define CTFGasGrenadeEffect C_TFGasGrenadeEffect
#endif
class CTFGasGrenadeEffect : public CBaseEntity
{
public:
DECLARE_CLASS( CTFGasGrenadeEffect, CBaseEntity );
DECLARE_NETWORKCLASS();
#ifndef CLIENT_DLL
virtual int UpdateTransmitState( void );
#else
CTFGasGrenadeEffect()
{
m_pGasEffect = NULL;
}
virtual void OnDataChanged( DataUpdateType_t updateType );
CNewParticleEffect *m_pGasEffect;
#endif
};
//=============================================================================
//
// TF Gase Grenade Projectile (Server specific.)
//
#ifdef GAME_DLL
class CTFGrenadeGasProjectile : public CTFWeaponBaseGrenadeProj
{
public:
DECLARE_CLASS( CTFGrenadeGasProjectile, CTFWeaponBaseGrenadeProj );
DECLARE_DATADESC();
~CTFGrenadeGasProjectile();
// Unique identifier.
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; }
// Creation.
static CTFGrenadeGasProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
// Overrides.
virtual void Spawn();
virtual void Precache();
virtual void BounceSound( void );
virtual void Detonate();
virtual void DetonateThink( void );
void Think_Emit( void );
void Think_Fade( void );
private:
int m_nPulses;
CHandle<CTFGasGrenadeEffect> m_hGasEffect;
};
#endif
#endif // TF_WEAPON_GRENADE_GAS_H