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-rw-r--r--game/shared/tf2/weapon_combat_basegrenade.h66
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diff --git a/game/shared/tf2/weapon_combat_basegrenade.h b/game/shared/tf2/weapon_combat_basegrenade.h
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+++ b/game/shared/tf2/weapon_combat_basegrenade.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPON_COMBAT_BASEGRENADE_H
+#define WEAPON_COMBAT_BASEGRENADE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "weapon_combat_usedwithshieldbase.h"
+#include "basegrenade_shared.h"
+
+#if defined( CLIENT_DLL )
+#define CWeaponCombatBaseGrenade C_WeaponCombatBaseGrenade
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CWeaponCombatBaseGrenade : public CWeaponCombatUsedWithShieldBase
+{
+ DECLARE_CLASS( CWeaponCombatBaseGrenade, CWeaponCombatUsedWithShieldBase );
+public:
+ CWeaponCombatBaseGrenade();
+
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual float GetFireRate( void );
+ virtual void ThrowGrenade( void );
+
+ // Custom grenade types
+ virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner ) { return NULL; }
+
+ /*
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+
+#if defined( CLIENT_DLL )
+ virtual bool ShouldPredict( void )
+ {
+ if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+ }
+#endif
+ */
+
+public:
+ CNetworkVar( float, m_flStartedThrowAt );
+
+private:
+ CWeaponCombatBaseGrenade( const CWeaponCombatBaseGrenade & );
+};
+
+#endif // WEAPON_COMBAT_BASEGRENADE_H