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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GRENADE_OBJECTSAPPER_H
#define GRENADE_OBJECTSAPPER_H
#ifdef _WIN32
#pragma once
#endif
class CBaseObject;
//-----------------------------------------------------------------------------
// Purpose: Object sapper grenade
//-----------------------------------------------------------------------------
class CGrenadeObjectSapper : public CBaseGrenade
{
DECLARE_CLASS( CGrenadeObjectSapper, CBaseGrenade );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void Precache( void );
virtual int GetDamageType() const { return DMG_BLAST; }
virtual void SapperThink( void );
void SetTargetObject( CBaseObject *pObject );
void SetArmed( bool armed );
bool GetArmed( void ) const;
void PlayArmingSound( void );
// Pickup
virtual int ObjectCaps( void ) { return FCAP_IMPULSE_USE; };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
static CGrenadeObjectSapper *CGrenadeObjectSapper::Create( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner, CBaseObject *pObject );
public:
CNetworkVar( bool, m_bSapping );
CHandle<CBaseObject> m_hTargetObject;
bool m_bArmed;
};
#endif // GRENADE_OBJECTSAPPER_H
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