//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasegrenade.h" #ifdef CLIENT_DLL #define CWeaponExplodingStickGrenade C_WeaponExplodingStickGrenade #else #include "dod_stickgrenade.h" //the thing that we throw #endif class CWeaponExplodingStickGrenade : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponExplodingStickGrenade, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponExplodingStickGrenade() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER_LIVE; } #ifndef CLIENT_DLL virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) { // align the stickgrenade vertically and spin end over end QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0); AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 ); CDODStickGrenade::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() ); } #endif virtual bool IsArmed( void ) { return true; } CWeaponExplodingStickGrenade( const CWeaponExplodingStickGrenade & ) {} }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponExplodingStickGrenade, DT_WeaponExplodingStickGrenade ) BEGIN_NETWORK_TABLE(CWeaponExplodingStickGrenade, DT_WeaponExplodingStickGrenade) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponExplodingStickGrenade ) //MATTTODO: are these necessary? END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_frag_ger_live, CWeaponExplodingStickGrenade ); PRECACHE_WEAPON_REGISTER( weapon_frag_ger_live );