//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasegrenade.h" #ifdef CLIENT_DLL #define CWeaponHandGrenade C_WeaponHandGrenade #else #include "dod_handgrenade.h" //the thing that we throw #endif class CWeaponHandGrenade : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponHandGrenade, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponHandGrenade() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_US; } #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 private: CWeaponHandGrenade( const CWeaponHandGrenade & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHandGrenade, DT_WeaponHandGrenade ) BEGIN_NETWORK_TABLE(CWeaponHandGrenade, DT_WeaponHandGrenade) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponHandGrenade ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_frag_us, CWeaponHandGrenade ); PRECACHE_WEAPON_REGISTER( weapon_frag_us );