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Diffstat (limited to 'game/shared/cstrike/basecsgrenade_projectile.h')
| -rw-r--r-- | game/shared/cstrike/basecsgrenade_projectile.h | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/game/shared/cstrike/basecsgrenade_projectile.h b/game/shared/cstrike/basecsgrenade_projectile.h new file mode 100644 index 0000000..56ebd47 --- /dev/null +++ b/game/shared/cstrike/basecsgrenade_projectile.h @@ -0,0 +1,88 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef BASECSGRENADE_PROJECTILE_H +#define BASECSGRENADE_PROJECTILE_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "basegrenade_shared.h" + + +#ifdef CLIENT_DLL + #define CBaseCSGrenadeProjectile C_BaseCSGrenadeProjectile +#else + class CCSWeaponInfo; +#endif + + +class CBaseCSGrenadeProjectile : public CBaseGrenade +{ +public: + DECLARE_CLASS( CBaseCSGrenadeProjectile, CBaseGrenade ); + DECLARE_NETWORKCLASS(); + + virtual void Spawn(); + + +public: + + // This gets sent to the client and placed in the client's interpolation history + // so the projectile starts out moving right off the bat. + CNetworkVector( m_vInitialVelocity ); + + +#ifdef CLIENT_DLL + CBaseCSGrenadeProjectile() {} + CBaseCSGrenadeProjectile( const CBaseCSGrenadeProjectile& ) {} + virtual int DrawModel( int flags ); + virtual void PostDataUpdate( DataUpdateType_t type ); + + float m_flSpawnTime; +#else + DECLARE_DATADESC(); + + virtual void PostConstructor( const char *className ); + virtual ~CBaseCSGrenadeProjectile(); + + //Constants for all CS Grenades + static inline float GetGrenadeGravity() { return 0.4f; } + static inline const float GetGrenadeFriction() { return 0.2f; } + static inline const float GetGrenadeElasticity() { return 0.45f; } + + //Think function to emit danger sounds for the AI + void DangerSoundThink( void ); + + virtual float GetShakeAmplitude( void ) { return 0.0f; } + virtual void Splash(); + + // Specify what velocity we want the grenade to have on the client immediately. + // Without this, the entity wouldn't have an interpolation history initially, so it would + // sit still until it had gotten a few updates from the server. + void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity ); + + // [jpaquin] give grenade projectiles a link back to the type + // of weapon they are + CCSWeaponInfo *m_pWeaponInfo; + +protected: + + //Set the time to detonate ( now + timer ) + void SetDetonateTimerLength( float timer ); + +private: + + //Custom collision to allow for constant elasticity on hit surfaces + virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); + + float m_flDetonateTime; +#endif +}; + + +#endif // BASECSGRENADE_PROJECTILE_H |