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-rw-r--r--game/shared/tf/tf_weapon_grenade_emp.h85
1 files changed, 85 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_grenade_emp.h b/game/shared/tf/tf_weapon_grenade_emp.h
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+++ b/game/shared/tf/tf_weapon_grenade_emp.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: TF Emp Grenade.
+//
+//=============================================================================//
+#ifndef TF_WEAPON_GRENADE_EMP_H
+#define TF_WEAPON_GRENADE_EMP_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_grenade.h"
+#include "tf_weaponbase_grenadeproj.h"
+
+// Client specific.
+#ifdef CLIENT_DLL
+#define CTFGrenadeEmp C_TFGrenadeEmp
+#endif
+
+//=============================================================================
+//
+// TF Emp Grenade
+//
+class CTFGrenadeEmp : public CTFWeaponBaseGrenade
+{
+public:
+
+ DECLARE_CLASS( CTFGrenadeEmp, CTFWeaponBaseGrenade );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+// DECLARE_ACTTABLE();
+
+ CTFGrenadeEmp() {}
+
+ // Unique identifier.
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_EMP; }
+
+// Server specific.
+#ifdef GAME_DLL
+
+ DECLARE_DATADESC();
+
+ virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
+
+#endif
+
+ CTFGrenadeEmp( const CTFGrenadeEmp & ) {}
+};
+
+//=============================================================================
+//
+// TF Emp Grenade Projectile (Server specific.)
+//
+#ifdef GAME_DLL
+
+class CTFGrenadeEmpProjectile : public CTFWeaponBaseGrenadeProj
+{
+public:
+
+ DECLARE_CLASS( CTFGrenadeEmpProjectile, CTFWeaponBaseGrenadeProj );
+
+ // Unique identifier.
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_EMP; }
+
+ // Creation.
+ static CTFGrenadeEmpProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
+ const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
+
+ // Overrides.
+ virtual void Spawn();
+ virtual void Precache();
+ virtual void BounceSound( void );
+ virtual void Detonate();
+ void DetonateThink( void );
+
+ DECLARE_DATADESC();
+
+private:
+
+ bool m_bPlayedLeadIn;
+};
+
+#endif
+
+#endif // TF_WEAPON_GRENADE_EMP_H