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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbasegrenade.h"
#ifdef CLIENT_DLL
#define CWeaponSmokeGrenadeUS C_WeaponSmokeGrenadeUS
#else
#include "dod_smokegrenade_us.h" //the thing that we throw
#endif
class CWeaponSmokeGrenadeUS : public CWeaponDODBaseGrenade
{
public:
DECLARE_CLASS( CWeaponSmokeGrenadeUS, CWeaponDODBaseGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponSmokeGrenadeUS() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_SMOKE_US; }
#ifndef CLIENT_DLL
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
{
CDODSmokeGrenadeUS::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer );
}
#endif
virtual float GetDetonateTimerLength( void ) { return 10; }
private:
CWeaponSmokeGrenadeUS( const CWeaponSmokeGrenadeUS & ) {}
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSmokeGrenadeUS, DT_WeaponSmokeGrenadeUS )
BEGIN_NETWORK_TABLE(CWeaponSmokeGrenadeUS, DT_WeaponSmokeGrenadeUS)
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSmokeGrenadeUS )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_smoke_us, CWeaponSmokeGrenadeUS );
PRECACHE_WEAPON_REGISTER( weapon_smoke_us );
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