diff options
Diffstat (limited to 'mp/src/game/shared/sdk/sdk_basegrenade_projectile.h')
| -rw-r--r-- | mp/src/game/shared/sdk/sdk_basegrenade_projectile.h | 156 |
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 |