//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasegrenade.h" #ifdef CLIENT_DLL #define CWeaponExplodingHandGrenade C_WeaponExplodingHandGrenade #else #include "dod_handgrenade.h" //the thing that we throw #endif class CWeaponExplodingHandGrenade : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponExplodingHandGrenade, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponExplodingHandGrenade() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_US_LIVE; } #ifndef CLIENT_DLL virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) { CDODHandGrenade::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() ); } #endif virtual bool IsArmed( void ) { return true; } private: CWeaponExplodingHandGrenade( const CWeaponExplodingHandGrenade & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponExplodingHandGrenade, DT_WeaponExplodingHandGrenade ) BEGIN_NETWORK_TABLE(CWeaponExplodingHandGrenade, DT_WeaponExplodingHandGrenade) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponExplodingHandGrenade ) //MATTTODO: are these necessary? END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_frag_us_live, CWeaponExplodingHandGrenade ); PRECACHE_WEAPON_REGISTER( weapon_frag_us_live );