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-rw-r--r--game/shared/sdk/weapon_basesdkgrenade.h79
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diff --git a/game/shared/sdk/weapon_basesdkgrenade.h b/game/shared/sdk/weapon_basesdkgrenade.h
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+++ b/game/shared/sdk/weapon_basesdkgrenade.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef WEAPON_BASESDKGRENADE_H
+#define WEAPON_BASESDKGRENADE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "weapon_sdkbase.h"
+
+
+#ifdef CLIENT_DLL
+
+ #define CBaseSDKGrenade C_BaseSDKGrenade
+
+#endif
+
+
+class CBaseSDKGrenade : public CWeaponSDKBase
+{
+public:
+ DECLARE_CLASS( CBaseSDKGrenade, CWeaponSDKBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CBaseSDKGrenade();
+
+ virtual void Precache();
+
+ bool Deploy();
+ bool Holster( CBaseCombatWeapon *pSwitchingTo );
+
+ void PrimaryAttack();
+ void SecondaryAttack();
+
+ bool Reload();
+
+ virtual void ItemPostFrame();
+
+ void DecrementAmmo( CBaseCombatCharacter *pOwner );
+ virtual void StartGrenadeThrow();
+ virtual void ThrowGrenade();
+ virtual void DropGrenade();
+
+ bool IsPinPulled() const;
+
+#ifndef CLIENT_DLL
+ DECLARE_DATADESC();
+
+ virtual bool AllowsAutoSwitchFrom( void ) const;
+
+ int CapabilitiesGet();
+
+ // Each derived grenade class implements this.
+ virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer );
+#endif
+
+protected:
+ CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
+ CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
+ CNetworkVar( float, m_fThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
+
+private:
+ CBaseSDKGrenade( const CBaseSDKGrenade & ) {}
+};
+
+
+inline bool CBaseSDKGrenade::IsPinPulled() const
+{
+ return m_bPinPulled;
+}
+
+
+#endif // WEAPON_BASESDKGRENADE_H