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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Base Grenade.
//
//=============================================================================//
#ifndef TF_WEAPONBASE_GRENADE_H
#define TF_WEAPONBASE_GRENADE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "tf_weaponbase.h"
#include "npcevent.h"
#ifdef CLIENT_DLL
#define CTFWeaponBaseGrenade C_TFWeaponBaseGrenade
#endif
//=============================================================================//
//
// TF Base Grenade
//
class CTFWeaponBaseGrenade : public CTFWeaponBase
{
public:
DECLARE_CLASS( CTFWeaponBaseGrenade, CTFWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFWeaponBaseGrenade();
virtual void Spawn();
virtual void Precache();
bool Deploy( void );
bool IsPrimed( void );
void Prime( void );
void Throw( void );
bool ShouldDetonate( void );
virtual void ItemPostFrame();
virtual void HideThink( void ) { SetWeaponVisible( false ); }
bool ShouldLowerMainWeapon( void );
// Client specific.
#ifdef CLIENT_DLL
bool ShouldDraw( void );
// Server specific.
#else
DECLARE_DATADESC();
virtual void HandleAnimEvent( animevent_t *pEvent );
// Each derived grenade class implements this.
virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
#endif
protected:
CNetworkVar( bool, m_bPrimed ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
CNetworkVar( float, m_flThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
CNetworkVar( bool, m_bThrow ); // True when the player is throwing the grenade
private:
CTFWeaponBaseGrenade( const CTFWeaponBaseGrenade & ) {}
};
#endif // TF_WEAPONBASE_GRENADE_H
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