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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/dod/weapon_dodbasegrenade.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/dod/weapon_dodbasegrenade.h')
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diff --git a/game/shared/dod/weapon_dodbasegrenade.h b/game/shared/dod/weapon_dodbasegrenade.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef WEAPON_DODBASEGRENADE_H
+#define WEAPON_DODBASEGRENADE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "weapon_dodbase.h"
+#include "dod_shareddefs.h"
+
+
+#ifdef CLIENT_DLL
+
+ #define CWeaponDODBaseGrenade C_WeaponDODBaseGrenade
+
+#endif
+
+
+class CWeaponDODBaseGrenade : public CWeaponDODBase
+{
+public:
+ DECLARE_CLASS( CWeaponDODBaseGrenade, CWeaponDODBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_ACTTABLE();
+
+ CWeaponDODBaseGrenade();
+
+ virtual void PrimaryAttack();
+ virtual bool CanHolster();
+
+ virtual bool IsArmed( void ) { return m_bArmed == true; }
+ void SetArmed( bool bArmed ) { m_bArmed = bArmed; }
+
+ virtual Activity GetIdleActivity( void );
+ virtual Activity GetPrimaryAttackActivity( void );
+ virtual Activity GetDrawActivity( void );
+
+#ifdef CLIENT_DLL
+
+#else
+ DECLARE_DATADESC();
+
+ virtual void Precache();
+ virtual void ItemPostFrame();
+ virtual bool AllowsAutoSwitchFrom( void ) const;
+ virtual bool Deploy();
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual bool Reload();
+
+ void DecrementAmmo( CBaseCombatCharacter *pOwner );
+
+ void StartThrow( int iThrowType );
+
+ void DropGrenade( void ); //forces the grenade to be dropped
+
+ virtual void ThrowGrenade( bool bDrop );
+
+ // Each derived grenade class implements this.
+ virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH );
+
+ void SetDetonateTime( float flDetonateTime )
+ {
+ m_flDetonateTime = flDetonateTime;
+ SetArmed( true );
+ }
+
+ void InputSetDetonateTime( inputdata_t &inputdata );
+
+ virtual float GetDetonateTimerLength( void ) { return GRENADE_FUSE_LENGTH; }
+
+protected:
+
+#endif
+
+ bool m_bRedraw; // Draw the weapon again after throwing a grenade
+ CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
+ CNetworkVar( bool, m_bArmed ); // is the grenade armed?
+ float m_flDetonateTime; // what time the grenade will explode ( if > 0 )
+ CWeaponDODBaseGrenade( const CWeaponDODBaseGrenade & ) {}
+};
+
+
+#endif // WEAPON_DODBASEGRENADE_H