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nekohook/modules/source2013/sdk/game/shared/basegrenade_shared.h
2020-08-04 13:13:01 -04:00

133 lines
3.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEGRENADE_SHARED_H
#define BASEGRENADE_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "baseprojectile.h"
#if defined(CLIENT_DLL)
#define CBaseGrenade C_BaseGrenade
#include "c_basecombatcharacter.h"
#else
#include "basecombatcharacter.h"
#include "player_pickup.h"
#endif
#define BASEGRENADE_EXPLOSION_VOLUME 1024
class CTakeDamageInfo;
#if !defined(CLIENT_DLL)
class CBaseGrenade : public CBaseProjectile,
public CDefaultPlayerPickupVPhysics
#else
class CBaseGrenade : public CBaseProjectile
#endif
{
DECLARE_CLASS(CBaseGrenade, CBaseProjectile);
public:
CBaseGrenade(void);
~CBaseGrenade(void);
DECLARE_PREDICTABLE();
DECLARE_NETWORKCLASS();
#if !defined(CLIENT_DLL)
DECLARE_DATADESC();
#endif
virtual void Precache(void);
virtual void Explode(trace_t *pTrace, int bitsDamageType);
void Smoke(void);
void BounceTouch(CBaseEntity *pOther);
void SlideTouch(CBaseEntity *pOther);
void ExplodeTouch(CBaseEntity *pOther);
void DangerSoundThink(void);
void PreDetonate(void);
virtual void Detonate(void);
void DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value);
void TumbleThink(void);
virtual Vector GetBlastForce() { return vec3_origin; }
virtual void BounceSound(void);
virtual int BloodColor(void) { return DONT_BLEED; }
virtual void Event_Killed(const CTakeDamageInfo &info);
virtual float GetShakeAmplitude(void) { return 25.0; }
virtual float GetShakeRadius(void) { return 750.0; }
// Damage accessors.
virtual float GetDamage() { return m_flDamage; }
virtual float GetDamageRadius() { return m_DmgRadius; }
virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
virtual void SetDamageRadius(float flDamageRadius) {
m_DmgRadius = flDamageRadius;
}
// Bounce sound accessors.
void SetBounceSound(const char *pszBounceSound) {
m_iszBounceSound = MAKE_STRING(pszBounceSound);
}
CBaseCombatCharacter *GetThrower(void);
void SetThrower(CBaseCombatCharacter *pThrower);
CBaseEntity *GetOriginalThrower() { return m_hOriginalThrower; }
#if !defined(CLIENT_DLL)
// Allow +USE pickup
int ObjectCaps() {
return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE |
FCAP_USE_IN_RADIUS);
}
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType,
float value);
#endif
public:
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_vecVelocity);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_fFlags);
bool m_bHasWarnedAI; // whether or not this grenade has issued its DANGER
// sound to the world sound list yet.
CNetworkVar(bool,
m_bIsLive); // Is this grenade live, or can it be picked up?
CNetworkVar(float, m_DmgRadius); // How far do I do damage?
CNetworkVar(float, m_flNextAttack);
float m_flDetonateTime; // Time at which to detonate.
float m_flWarnAITime; // Time at which to warn the AI
protected:
CNetworkVar(float, m_flDamage); // Damage to inflict.
string_t m_iszBounceSound; // The sound to make on bouncing. If not NULL,
// overrides the BounceSound() function.
private:
CNetworkHandle(CBaseEntity, m_hThrower); // Who threw this grenade
EHANDLE m_hOriginalThrower; // Who was the original thrower of this grenade
CBaseGrenade(const CBaseGrenade &); // not defined, not accessible
};
#endif // BASEGRENADE_SHARED_H