summaryrefslogtreecommitdiff
path: root/game/shared/tf2/grenade_emp.h
diff options
context:
space:
mode:
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/tf2/grenade_emp.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf2/grenade_emp.h')
-rw-r--r--game/shared/tf2/grenade_emp.h82
1 files changed, 82 insertions, 0 deletions
diff --git a/game/shared/tf2/grenade_emp.h b/game/shared/tf2/grenade_emp.h
new file mode 100644
index 0000000..3ee68a4
--- /dev/null
+++ b/game/shared/tf2/grenade_emp.h
@@ -0,0 +1,82 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef GRENADE_EMP_H
+#define GRENADE_EMP_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class CSprite;
+
+#include "grenade_base_empable.h"
+
+#if defined( CLIENT_DLL )
+
+#define CGrenadeEMP C_GrenadeEMP
+
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: EMP grenade
+//-----------------------------------------------------------------------------
+class CGrenadeEMP : public CBaseEMPableGrenade
+{
+ DECLARE_CLASS( CGrenadeEMP, CBaseEMPableGrenade );
+public:
+ CGrenadeEMP();
+
+ DECLARE_PREDICTABLE();
+ DECLARE_NETWORKCLASS();
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+ virtual void UpdateOnRemove( void );
+ virtual void Explode( trace_t *pTrace, int bitsDamageType );
+ virtual void BounceTouch( CBaseEntity *pOther );
+ virtual void BounceSound( void );
+ virtual float GetShakeAmplitude( void );
+ virtual int GetDamageType() const { return DMG_BLAST; }
+
+ void ApplyRadiusEMPEffect( CBaseEntity *pOwner, const Vector& vecCenter );
+
+ static CGrenadeEMP *CGrenadeEMP::Create( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
+
+ // A derived class should return true here so that weapon sounds, etc, can
+ // apply the proper filter
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+
+#if defined( CLIENT_DLL )
+ virtual bool ShouldPredict( void )
+ {
+ if ( GetThrower() &&
+ GetThrower() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+ }
+
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void ClientThink( void );
+
+ TimedEvent m_ParticleEvent;
+
+ virtual int DrawModel( int flags );
+
+#endif
+
+private:
+ CNetworkHandle( CSprite, m_hLiveSprite );
+
+private:
+ CGrenadeEMP( const CGrenadeEMP & );
+};
+
+#endif // GRENADE_EMP_H