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78 lines
1.9 KiB
78 lines
1.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: TF Base Grenade. |
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// |
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//=============================================================================// |
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#ifndef TF_WEAPONBASE_GRENADE_H |
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#define TF_WEAPONBASE_GRENADE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_shareddefs.h" |
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#include "tf_weaponbase.h" |
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#include "npcevent.h" |
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#ifdef CLIENT_DLL |
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#define CTFWeaponBaseGrenade C_TFWeaponBaseGrenade |
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#endif |
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//=============================================================================// |
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// |
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// TF Base Grenade |
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// |
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class CTFWeaponBaseGrenade : public CTFWeaponBase |
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{ |
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public: |
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DECLARE_CLASS( CTFWeaponBaseGrenade, CTFWeaponBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFWeaponBaseGrenade(); |
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virtual void Spawn(); |
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virtual void Precache(); |
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bool Deploy( void ); |
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bool IsPrimed( void ); |
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void Prime( void ); |
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void Throw( void ); |
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bool ShouldDetonate( void ); |
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virtual void ItemPostFrame(); |
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virtual void HideThink( void ) { SetWeaponVisible( false ); } |
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bool ShouldLowerMainWeapon( void ); |
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// Client specific. |
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#ifdef CLIENT_DLL |
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bool ShouldDraw( void ); |
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// Server specific. |
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#else |
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DECLARE_DATADESC(); |
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virtual void HandleAnimEvent( animevent_t *pEvent ); |
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// Each derived grenade class implements this. |
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virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 ); |
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#endif |
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protected: |
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CNetworkVar( bool, m_bPrimed ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet. |
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CNetworkVar( float, m_flThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet. |
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CNetworkVar( bool, m_bThrow ); // True when the player is throwing the grenade |
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private: |
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CTFWeaponBaseGrenade( const CTFWeaponBaseGrenade & ) {} |
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}; |
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#endif // TF_WEAPONBASE_GRENADE_H
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