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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/weapon_combat_grenade_emp.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/tf2/weapon_combat_grenade_emp.cpp')
| -rw-r--r-- | game/shared/tf2/weapon_combat_grenade_emp.cpp | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_combat_grenade_emp.cpp b/game/shared/tf2/weapon_combat_grenade_emp.cpp new file mode 100644 index 0000000..feb6062 --- /dev/null +++ b/game/shared/tf2/weapon_combat_grenade_emp.cpp @@ -0,0 +1,92 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The Commando's anti-personnel grenades +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "Sprite.h" +#include "basetfplayer_shared.h" +#include "weapon_combat_usedwithshieldbase.h" +#include "weapon_combat_basegrenade.h" +#include "weapon_combatshield.h" +#include "in_buttons.h" +#include "grenade_emp.h" + + +#if defined( CLIENT_DLL ) + +#define CWeaponCombatGrenadeEMP C_WeaponCombatGrenadeEMP + +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +//----------------------------------------------------------------------------- +// Purpose: Combo shield & grenade weapon +//----------------------------------------------------------------------------- +class CWeaponCombatGrenadeEMP : public CWeaponCombatBaseGrenade +{ + DECLARE_CLASS( CWeaponCombatGrenadeEMP, CWeaponCombatBaseGrenade ); +public: + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponCombatGrenadeEMP(); + + virtual void Precache( void ); + virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner ); + + // All predicted weapons need to implement and return true + virtual bool IsPredicted( void ) const + { + return true; + } + +#if defined( CLIENT_DLL ) + virtual bool ShouldPredict( void ) + { + if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) + return true; + + return BaseClass::ShouldPredict(); + } +#endif +private: + CWeaponCombatGrenadeEMP( const CWeaponCombatGrenadeEMP & ); + +}; + +LINK_ENTITY_TO_CLASS( weapon_combat_grenade_emp, CWeaponCombatGrenadeEMP ); + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatGrenadeEMP, DT_WeaponCombatGrenadeEMP ) + +BEGIN_NETWORK_TABLE( CWeaponCombatGrenadeEMP, DT_WeaponCombatGrenadeEMP ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponCombatGrenadeEMP ) +END_PREDICTION_DATA() + +PRECACHE_WEAPON_REGISTER(weapon_combat_grenade_emp); + +CWeaponCombatGrenadeEMP::CWeaponCombatGrenadeEMP( void ) +{ + SetPredictionEligible( true ); +} +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCombatGrenadeEMP::Precache( void ) +{ + BaseClass::Precache(); +#if !defined( CLIENT_DLL ) + UTIL_PrecacheOther( "grenade_emp" ); +#endif +} + +CBaseGrenade *CWeaponCombatGrenadeEMP::CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner ) +{ + return CGrenadeEMP::Create(vecOrigin, vecAngles, pOwner ); +} |