//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbase.h" #include "gamerules.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "weapon_flashbang.h" #ifdef CLIENT_DLL #else #include "cs_player.h" #include "items.h" #include "flashbang_projectile.h" #endif #define GRENADE_TIMER 3.0f //Seconds IMPLEMENT_NETWORKCLASS_ALIASED( Flashbang, DT_Flashbang ) BEGIN_NETWORK_TABLE(CFlashbang, DT_Flashbang) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CFlashbang ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_flashbang, CFlashbang ); PRECACHE_WEAPON_REGISTER( weapon_flashbang ); #ifndef CLIENT_DLL BEGIN_DATADESC( CFlashbang ) END_DATADESC() void CFlashbang::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer ) { CFlashbangProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer ); } #endif