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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/shared/sdk/sdk_basegrenade_projectile.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/shared/sdk/sdk_basegrenade_projectile.h')
-rw-r--r--sp/src/game/shared/sdk/sdk_basegrenade_projectile.h78
1 files changed, 78 insertions, 0 deletions
diff --git a/sp/src/game/shared/sdk/sdk_basegrenade_projectile.h b/sp/src/game/shared/sdk/sdk_basegrenade_projectile.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef BASECSGRENADE_PROJECTILE_H
+#define BASECSGRENADE_PROJECTILE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "basegrenade_shared.h"
+
+
+#ifdef CLIENT_DLL
+ #define CBaseGrenadeProjectile C_BaseGrenadeProjectile
+#endif
+
+
+class CBaseGrenadeProjectile : public CBaseGrenade
+{
+public:
+ DECLARE_CLASS( CBaseGrenadeProjectile, CBaseGrenade );
+ DECLARE_NETWORKCLASS();
+
+ virtual void Spawn();
+
+
+public:
+
+ // This gets sent to the client and placed in the client's interpolation history
+ // so the projectile starts out moving right off the bat.
+ CNetworkVector( m_vInitialVelocity );
+
+
+#ifdef CLIENT_DLL
+ CBaseGrenadeProjectile() {}
+ CBaseGrenadeProjectile( const CBaseGrenadeProjectile& ) {}
+ virtual int DrawModel( int flags );
+ virtual void PostDataUpdate( DataUpdateType_t type );
+
+ float m_flSpawnTime;
+#else
+ DECLARE_DATADESC();
+
+ //Constants for all CS Grenades
+ static inline float GetGrenadeGravity() { return 0.4f; }
+ static inline const float GetGrenadeFriction() { return 0.2f; }
+ static inline const float GetGrenadeElasticity() { return 0.45f; }
+
+ //Think function to emit danger sounds for the AI
+ void DangerSoundThink( void );
+
+ virtual float GetShakeAmplitude( void ) { return 0.0f; }
+
+ // Specify what velocity we want the grenade to have on the client immediately.
+ // Without this, the entity wouldn't have an interpolation history initially, so it would
+ // sit still until it had gotten a few updates from the server.
+ void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity );
+
+protected:
+
+ //Set the time to detonate ( now + timer )
+ void SetDetonateTimerLength( float timer );
+
+private:
+
+ //Custom collision to allow for constant elasticity on hit surfaces
+ virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity );
+
+ float m_flDetonateTime;
+#endif
+};
+
+
+#endif // BASECSGRENADE_PROJECTILE_H