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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
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