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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Satchel Charge
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef SATCHEL_H
#define SATCHEL_H
#ifdef _WIN32
#pragma once
#endif
#include "basegrenade_shared.h"
#include "hl2mp/weapon_slam.h"
class CSoundPatch;
class CSprite;
class CSatchelCharge : public CBaseGrenade
{
public:
DECLARE_CLASS( CSatchelCharge, CBaseGrenade );
void Spawn( void );
void Precache( void );
void BounceSound( void );
void SatchelTouch( CBaseEntity *pOther );
void SatchelThink( void );
// Input handlers
void InputExplode( inputdata_t &inputdata );
float m_flNextBounceSoundTime;
bool m_bInAir;
Vector m_vLastPosition;
public:
CWeapon_SLAM* m_pMyWeaponSLAM; // Who shot me..
bool m_bIsAttached;
void Deactivate( void );
CSatchelCharge();
~CSatchelCharge();
DECLARE_DATADESC();
private:
void CreateEffects( void );
CHandle<CSprite> m_hGlowSprite;
};
#endif //SATCHEL_H
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