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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbase.h"
#include "gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "weapon_flashbang.h"
#ifdef CLIENT_DLL
#else
#include "cs_player.h"
#include "items.h"
#include "flashbang_projectile.h"
#endif
#define GRENADE_TIMER 3.0f //Seconds
IMPLEMENT_NETWORKCLASS_ALIASED( Flashbang, DT_Flashbang )
BEGIN_NETWORK_TABLE(CFlashbang, DT_Flashbang)
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CFlashbang )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_flashbang, CFlashbang );
PRECACHE_WEAPON_REGISTER( weapon_flashbang );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CFlashbang )
END_DATADESC()
void CFlashbang::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
{
CFlashbangProjectile::Create(
vecSrc,
vecAngles,
vecVel,
angImpulse,
pPlayer );
}
#endif
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