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Diffstat (limited to 'game/shared/tf/tf_projectile_nail.h')
| -rw-r--r-- | game/shared/tf/tf_projectile_nail.h | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/game/shared/tf/tf_projectile_nail.h b/game/shared/tf/tf_projectile_nail.h new file mode 100644 index 0000000..5a6c32c --- /dev/null +++ b/game/shared/tf/tf_projectile_nail.h @@ -0,0 +1,51 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// TF Nail Projectile +// +//============================================================================= +#ifndef TF_PROJECTILE_NAIL_H +#define TF_PROJECTILE_NAIL_H +#ifdef _WIN32 +#pragma once +#endif + +#include "cbase.h" +#include "tf_projectile_base.h" +#include "tf_weaponbase_gun.h" + +//----------------------------------------------------------------------------- +// Purpose: Identical to a nail except for model used +//----------------------------------------------------------------------------- +class CTFProjectile_Syringe : public CTFBaseProjectile +{ + DECLARE_CLASS( CTFProjectile_Syringe, CTFBaseProjectile ); + +public: + // Creation. + static CTFBaseProjectile *Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher = NULL, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, bool bCritical = false ); + + virtual unsigned int PhysicsSolidMaskForEntity( void ) const; + virtual const char *GetProjectileModelName( void ) { return "models/weapons/w_models/w_syringe_proj.mdl"; } + virtual float GetGravity( void ); +}; + +#ifdef STAGING_ONLY +//----------------------------------------------------------------------------- +class CTFProjectile_Tranq : public CTFProjectile_Syringe +{ + DECLARE_CLASS( CTFProjectile_Tranq, CTFProjectile_Syringe ); + +public: + // Creation. + static CTFBaseProjectile *Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher = NULL, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, bool bCritical = false ); + + virtual const char *GetProjectileModelName( void ) { return "models/weapons/w_models/w_syringe_proj.mdl"; } + virtual float GetGravity( void ); + +#ifdef GAME_DLL + virtual void ProjectileTouch( CBaseEntity *pOther ); +#endif // GAME_DLL +}; +#endif // STAGING_ONLY + +#endif //TF_PROJECTILE_NAIL_H
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