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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/sdk/weapon_grenade.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/sdk/weapon_grenade.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/weapon_grenade.cpp | 228 |
1 files changed, 114 insertions, 114 deletions
diff --git a/mp/src/game/shared/sdk/weapon_grenade.cpp b/mp/src/game/shared/sdk/weapon_grenade.cpp index a5d5612c..428acc02 100644 --- a/mp/src/game/shared/sdk/weapon_grenade.cpp +++ b/mp/src/game/shared/sdk/weapon_grenade.cpp @@ -1,114 +1,114 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "weapon_sdkbase.h"
-#include "gamerules.h"
-#include "npcevent.h"
-#include "engine/IEngineSound.h"
-#include "weapon_grenade.h"
-
-
-#ifdef CLIENT_DLL
-
-#else
-
- #include "sdk_player.h"
- #include "items.h"
- #include "sdk_basegrenade_projectile.h"
-
-#endif
-
-
-#define GRENADE_TIMER 3.0f //Seconds
-
-IMPLEMENT_NETWORKCLASS_ALIASED( SDKGrenade, DT_SDKGrenade )
-
-BEGIN_NETWORK_TABLE(CSDKGrenade, DT_SDKGrenade)
-END_NETWORK_TABLE()
-
-BEGIN_PREDICTION_DATA( CSDKGrenade )
-END_PREDICTION_DATA()
-
-LINK_ENTITY_TO_CLASS( weapon_grenade, CSDKGrenade );
-PRECACHE_WEAPON_REGISTER( weapon_grenade );
-
-
-#ifdef GAME_DLL
-
-#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl"
-
-class CGrenadeProjectile : public CBaseGrenadeProjectile
-{
-public:
- DECLARE_CLASS( CGrenadeProjectile, CBaseGrenadeProjectile );
-
-
- // Overrides.
-public:
- virtual void Spawn()
- {
- SetModel( GRENADE_MODEL );
- BaseClass::Spawn();
- }
-
- virtual void Precache()
- {
- PrecacheModel( GRENADE_MODEL );
- BaseClass::Precache();
- }
-
- // Grenade stuff.
-public:
-
- static CGrenadeProjectile* Create(
- const Vector &position,
- const QAngle &angles,
- const Vector &velocity,
- const AngularImpulse &angVelocity,
- CBaseCombatCharacter *pOwner,
- float timer )
- {
- CGrenadeProjectile *pGrenade = (CGrenadeProjectile*)CBaseEntity::Create( "grenade_projectile", position, angles, pOwner );
-
- // Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER
- // one second before detonation.
-
- pGrenade->SetDetonateTimerLength( 1.5 );
- pGrenade->SetAbsVelocity( velocity );
- pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity );
- pGrenade->SetThrower( pOwner );
-
- pGrenade->SetGravity( BaseClass::GetGrenadeGravity() );
- pGrenade->SetFriction( BaseClass::GetGrenadeFriction() );
- pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() );
-
- pGrenade->m_flDamage = 100;
- pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f;
- pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
- pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
-
- // make NPCs afaid of it while in the air
- pGrenade->SetThink( &CGrenadeProjectile::DangerSoundThink );
- pGrenade->SetNextThink( gpGlobals->curtime );
-
- return pGrenade;
- }
-};
-
-LINK_ENTITY_TO_CLASS( grenade_projectile, CGrenadeProjectile );
-PRECACHE_WEAPON_REGISTER( grenade_projectile );
-
-BEGIN_DATADESC( CSDKGrenade )
-END_DATADESC()
-
-void CSDKGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
-{
- CGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER );
-}
-
-#endif
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" +#include "gamerules.h" +#include "npcevent.h" +#include "engine/IEngineSound.h" +#include "weapon_grenade.h" + + +#ifdef CLIENT_DLL + +#else + + #include "sdk_player.h" + #include "items.h" + #include "sdk_basegrenade_projectile.h" + +#endif + + +#define GRENADE_TIMER 3.0f //Seconds + +IMPLEMENT_NETWORKCLASS_ALIASED( SDKGrenade, DT_SDKGrenade ) + +BEGIN_NETWORK_TABLE(CSDKGrenade, DT_SDKGrenade) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CSDKGrenade ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_grenade, CSDKGrenade ); +PRECACHE_WEAPON_REGISTER( weapon_grenade ); + + +#ifdef GAME_DLL + +#define GRENADE_MODEL "models/Weapons/w_eq_fraggrenade_thrown.mdl" + +class CGrenadeProjectile : public CBaseGrenadeProjectile +{ +public: + DECLARE_CLASS( CGrenadeProjectile, CBaseGrenadeProjectile ); + + + // Overrides. +public: + virtual void Spawn() + { + SetModel( GRENADE_MODEL ); + BaseClass::Spawn(); + } + + virtual void Precache() + { + PrecacheModel( GRENADE_MODEL ); + BaseClass::Precache(); + } + + // Grenade stuff. +public: + + static CGrenadeProjectile* Create( + const Vector &position, + const QAngle &angles, + const Vector &velocity, + const AngularImpulse &angVelocity, + CBaseCombatCharacter *pOwner, + float timer ) + { + CGrenadeProjectile *pGrenade = (CGrenadeProjectile*)CBaseEntity::Create( "grenade_projectile", position, angles, pOwner ); + + // Set the timer for 1 second less than requested. We're going to issue a SOUND_DANGER + // one second before detonation. + + pGrenade->SetDetonateTimerLength( 1.5 ); + pGrenade->SetAbsVelocity( velocity ); + pGrenade->SetupInitialTransmittedGrenadeVelocity( velocity ); + pGrenade->SetThrower( pOwner ); + + pGrenade->SetGravity( BaseClass::GetGrenadeGravity() ); + pGrenade->SetFriction( BaseClass::GetGrenadeFriction() ); + pGrenade->SetElasticity( BaseClass::GetGrenadeElasticity() ); + + pGrenade->m_flDamage = 100; + pGrenade->m_DmgRadius = pGrenade->m_flDamage * 3.5f; + pGrenade->ChangeTeam( pOwner->GetTeamNumber() ); + pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity ); + + // make NPCs afaid of it while in the air + pGrenade->SetThink( &CGrenadeProjectile::DangerSoundThink ); + pGrenade->SetNextThink( gpGlobals->curtime ); + + return pGrenade; + } +}; + +LINK_ENTITY_TO_CLASS( grenade_projectile, CGrenadeProjectile ); +PRECACHE_WEAPON_REGISTER( grenade_projectile ); + +BEGIN_DATADESC( CSDKGrenade ) +END_DATADESC() + +void CSDKGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer ) +{ + CGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER ); +} + +#endif + |