//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef WEAPON_DODBASEGRENADE_H #define WEAPON_DODBASEGRENADE_H #ifdef _WIN32 #pragma once #endif #include "weapon_dodbase.h" #include "dod_shareddefs.h" #ifdef CLIENT_DLL #define CWeaponDODBaseGrenade C_WeaponDODBaseGrenade #endif class CWeaponDODBaseGrenade : public CWeaponDODBase { public: DECLARE_CLASS( CWeaponDODBaseGrenade, CWeaponDODBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponDODBaseGrenade(); virtual void PrimaryAttack(); virtual bool CanHolster(); virtual bool IsArmed( void ) { return m_bArmed == true; } void SetArmed( bool bArmed ) { m_bArmed = bArmed; } virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetDrawActivity( void ); #ifdef CLIENT_DLL #else DECLARE_DATADESC(); virtual void Precache(); virtual void ItemPostFrame(); virtual bool AllowsAutoSwitchFrom( void ) const; virtual bool Deploy(); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual bool Reload(); void DecrementAmmo( CBaseCombatCharacter *pOwner ); void StartThrow( int iThrowType ); void DropGrenade( void ); //forces the grenade to be dropped virtual void ThrowGrenade( bool bDrop ); // Each derived grenade class implements this. virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ); void SetDetonateTime( float flDetonateTime ) { m_flDetonateTime = flDetonateTime; SetArmed( true ); } void InputSetDetonateTime( inputdata_t &inputdata ); virtual float GetDetonateTimerLength( void ) { return GRENADE_FUSE_LENGTH; } protected: #endif bool m_bRedraw; // Draw the weapon again after throwing a grenade CNetworkVar( bool, m_bPinPulled ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet. CNetworkVar( bool, m_bArmed ); // is the grenade armed? float m_flDetonateTime; // what time the grenade will explode ( if > 0 ) CWeaponDODBaseGrenade( const CWeaponDODBaseGrenade & ) {} }; #endif // WEAPON_DODBASEGRENADE_H