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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/tf/tf_weapon_grenade_nail.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf/tf_weapon_grenade_nail.h')
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diff --git a/game/shared/tf/tf_weapon_grenade_nail.h b/game/shared/tf/tf_weapon_grenade_nail.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: TF Nail Grenade.
+//
+//=============================================================================//
+#ifndef TF_WEAPON_GRENADE_NAIL_H
+#define TF_WEAPON_GRENADE_NAIL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_grenade.h"
+#include "tf_weaponbase_grenadeproj.h"
+
+// Client specific.
+#ifdef CLIENT_DLL
+#define CTFGrenadeNail C_TFGrenadeNail
+#endif
+
+//=============================================================================
+//
+// TF Nail Grenade
+//
+class CTFGrenadeNail : public CTFWeaponBaseGrenade
+{
+public:
+
+ DECLARE_CLASS( CTFGrenadeNail, CTFWeaponBaseGrenade );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+// DECLARE_ACTTABLE();
+
+ CTFGrenadeNail() {}
+
+ // Unique identifier.
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
+
+// 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
+
+public:
+
+ CTFGrenadeNail( const CTFGrenadeNail & ) {}
+};
+
+//=============================================================================
+//
+// TF Nail Grenade Projectile (Server specific.)
+//
+#ifdef GAME_DLL
+
+class CNailGrenadeController : public IMotionEvent
+{
+ DECLARE_SIMPLE_DATADESC();
+public:
+ virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
+
+public:
+ void SetDesiredPosAndOrientation( Vector pos, QAngle orientation );
+
+private:
+ Vector m_vecDesiredPosition;
+ QAngle m_angDesiredOrientation;
+
+ bool m_bReachedPos;
+ bool m_bReachedOrientation;
+};
+
+class CTFGrenadeNailProjectile : public CTFWeaponBaseGrenadeProj
+{
+public:
+
+ ~CTFGrenadeNailProjectile();
+
+ DECLARE_CLASS( CTFGrenadeNailProjectile, CTFWeaponBaseGrenadeProj );
+ DECLARE_DATADESC();
+
+ // Unique identifier.
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_NAIL; }
+
+ // Creation.
+ static CTFGrenadeNailProjectile *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 int OnTakeDamage( const CTakeDamageInfo &info );
+
+ void StartEmittingNails( void );
+ void EmitNails( void );
+
+ CNailGrenadeController m_GrenadeController;
+ IPhysicsMotionController *m_pMotionController;
+
+public:
+ bool m_bActivated;
+ float m_flNailAngle;
+ int m_iNumNailBurstsLeft;
+};
+
+#endif // GAME_DLL
+
+#endif // TF_WEAPON_GRENADE_NAIL_H