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-rw-r--r--game/shared/cstrike/basecsgrenade_projectile.h88
1 files changed, 88 insertions, 0 deletions
diff --git a/game/shared/cstrike/basecsgrenade_projectile.h b/game/shared/cstrike/basecsgrenade_projectile.h
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+++ b/game/shared/cstrike/basecsgrenade_projectile.h
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+//========= 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