//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef BASECSGRENADE_PROJECTILE_H #define BASECSGRENADE_PROJECTILE_H #ifdef _WIN32 #pragma once #endif #include "basegrenade_shared.h" #ifdef CLIENT_DLL #define CBaseGrenadeProjectile C_BaseGrenadeProjectile #endif class CBaseGrenadeProjectile : public CBaseGrenade { public: DECLARE_CLASS( CBaseGrenadeProjectile, CBaseGrenade ); DECLARE_NETWORKCLASS(); virtual void Spawn(); public: // This gets sent to the client and placed in the client's interpolation history // so the projectile starts out moving right off the bat. CNetworkVector( m_vInitialVelocity ); #ifdef CLIENT_DLL CBaseGrenadeProjectile() {} CBaseGrenadeProjectile( const CBaseGrenadeProjectile& ) {} virtual int DrawModel( int flags ); virtual void PostDataUpdate( DataUpdateType_t type ); float m_flSpawnTime; #else DECLARE_DATADESC(); //Constants for all CS Grenades static inline float GetGrenadeGravity() { return 0.4f; } static inline const float GetGrenadeFriction() { return 0.2f; } static inline const float GetGrenadeElasticity() { return 0.45f; } //Think function to emit danger sounds for the AI void DangerSoundThink( void ); virtual float GetShakeAmplitude( void ) { return 0.0f; } // Specify what velocity we want the grenade to have on the client immediately. // Without this, the entity wouldn't have an interpolation history initially, so it would // sit still until it had gotten a few updates from the server. void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity ); protected: //Set the time to detonate ( now + timer ) void SetDetonateTimerLength( float timer ); private: //Custom collision to allow for constant elasticity on hit surfaces virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); float m_flDetonateTime; #endif }; #endif // BASECSGRENADE_PROJECTILE_H