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106 lines
2.7 KiB
106 lines
2.7 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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#ifndef DOD_BASEGRENADE_H |
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#define DOD_BASEGRENADE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "weapon_dodbase.h" |
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#include "basegrenade_shared.h" |
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class CGrenadeTrail; |
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class CGrenadeController : public IMotionEvent |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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public: |
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); |
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}; |
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class CDODBaseGrenade : public CBaseGrenade |
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{ |
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public: |
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DECLARE_CLASS( CDODBaseGrenade, CBaseGrenade ); |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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CDODBaseGrenade(); |
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virtual ~CDODBaseGrenade(); |
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virtual void Spawn(); |
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virtual void Precache( void ); |
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static inline float GetGrenadeGravity() { return 0.4f; } |
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static inline const float GetGrenadeFriction() { return 0.5f; } |
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static inline const float GetGrenadeElasticity() { return 0.2f; } |
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void DetonateThink( void ); |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual char *GetExplodingClassname( void ); |
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS; } |
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virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
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virtual void Detonate(); |
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bool CreateVPhysics(); |
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); |
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); |
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virtual void Explode( trace_t *pTrace, int bitsDamageType ); |
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void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity ) |
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{ |
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m_vInitialVelocity = velocity; |
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} |
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CGrenadeController m_GrenadeController; |
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IPhysicsMotionController *m_pMotionController; |
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virtual bool CanBePickedUp( void ) { return true; } |
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virtual void OnPickedUp( void ) {} |
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virtual float GetElasticity(); |
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virtual DODWeaponID GetEmitterWeaponID() { return m_EmitterWeaponID; } |
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protected: |
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//Set the time to detonate ( now + timer ) |
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virtual void SetDetonateTimerLength( float timer ); |
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float m_flDetonateTime; |
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//Custom collision to allow for constant elasticity on hit surfaces |
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virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); |
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bool m_bUseVPhysics; |
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DODWeaponID m_EmitterWeaponID; |
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private: |
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CDODBaseGrenade( const CDODBaseGrenade & ); |
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bool m_bInSolid; |
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// This gets sent to the client and placed in the client's interpolation history |
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// so the projectile starts out moving right off the bat. |
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CNetworkVector( m_vInitialVelocity ); |
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float m_flCollideWithTeammatesTime; |
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bool m_bCollideWithTeammates; |
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}; |
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#endif // DOD_BASEGRENADE_H
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