//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasegrenade.h" #ifdef CLIENT_DLL #define CWeaponRifleGrenadeUS_Live C_WeaponRifleGrenadeUS_Live #else #include "dod_riflegrenade_us.h" //the thing that we throw #endif class CWeaponRifleGrenadeUS_Live : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponRifleGrenadeUS_Live, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponRifleGrenadeUS_Live() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_US_LIVE; } #ifndef CLIENT_DLL virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) { // align the grenade vertically and spin end over end QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0); AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 ); CDODRifleGrenadeUS::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() ); } #endif virtual bool IsArmed( void ) { return true; } private: CWeaponRifleGrenadeUS_Live( const CWeaponRifleGrenadeUS_Live & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeUS_Live, DT_WeaponRifleGrenadeUS_Live ) BEGIN_NETWORK_TABLE(CWeaponRifleGrenadeUS_Live, DT_WeaponRifleGrenadeUS_Live) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeUS_Live ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_riflegren_us_live, CWeaponRifleGrenadeUS_Live ); PRECACHE_WEAPON_REGISTER( weapon_riflegren_us_live );