//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasegrenade.h" #ifdef CLIENT_DLL #define CWeaponSmokeGrenadeUS C_WeaponSmokeGrenadeUS #else #include "dod_smokegrenade_us.h" //the thing that we throw #endif class CWeaponSmokeGrenadeUS : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponSmokeGrenadeUS, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponSmokeGrenadeUS() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_SMOKE_US; } #ifndef CLIENT_DLL virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) { CDODSmokeGrenadeUS::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer ); } #endif virtual float GetDetonateTimerLength( void ) { return 10; } private: CWeaponSmokeGrenadeUS( const CWeaponSmokeGrenadeUS & ) {} }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSmokeGrenadeUS, DT_WeaponSmokeGrenadeUS ) BEGIN_NETWORK_TABLE(CWeaponSmokeGrenadeUS, DT_WeaponSmokeGrenadeUS) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponSmokeGrenadeUS ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_smoke_us, CWeaponSmokeGrenadeUS ); PRECACHE_WEAPON_REGISTER( weapon_smoke_us );