//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasegrenade.h" #ifdef CLIENT_DLL #define CWeaponStickGrenade C_WeaponStickGrenade #else #include "dod_stickgrenade.h" #endif class CWeaponStickGrenade : public CWeaponDODBaseGrenade { public: DECLARE_CLASS( CWeaponStickGrenade, CWeaponDODBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponStickGrenade() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER; } #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 CWeaponStickGrenade( const CWeaponStickGrenade & ) {} }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStickGrenade, DT_WeaponStickGrenade ) BEGIN_NETWORK_TABLE(CWeaponStickGrenade, DT_WeaponStickGrenade) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponStickGrenade ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_frag_ger, CWeaponStickGrenade ); PRECACHE_WEAPON_REGISTER( weapon_frag_ger ); acttable_t CWeaponStickGrenade::m_acttable[] = { // Move this out to the specific grenades??? { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_STICK, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_STICK, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_STICK, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_STICK, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_STICK, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_STICK, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_STICK, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_STICK, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_STICK, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_STICK, false }, { ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_STICK, false }, { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_STICK, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false }, }; IMPLEMENT_ACTTABLE( CWeaponStickGrenade );