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-rw-r--r--mp/src/game/shared/sdk/sdk_basegrenade_projectile.h156
1 files changed, 78 insertions, 78 deletions
diff --git a/mp/src/game/shared/sdk/sdk_basegrenade_projectile.h b/mp/src/game/shared/sdk/sdk_basegrenade_projectile.h
index ac698ef9..6838f2bb 100644
--- a/mp/src/game/shared/sdk/sdk_basegrenade_projectile.h
+++ b/mp/src/game/shared/sdk/sdk_basegrenade_projectile.h
@@ -1,78 +1,78 @@
-//========= 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
+//========= 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