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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
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