//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: TF Emp Grenade. // //=============================================================================// #ifndef TF_WEAPON_GRENADE_EMP_H #define TF_WEAPON_GRENADE_EMP_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_grenade.h" #include "tf_weaponbase_grenadeproj.h" // Client specific. #ifdef CLIENT_DLL #define CTFGrenadeEmp C_TFGrenadeEmp #endif //============================================================================= // // TF Emp Grenade // class CTFGrenadeEmp : public CTFWeaponBaseGrenade { public: DECLARE_CLASS( CTFGrenadeEmp, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // DECLARE_ACTTABLE(); CTFGrenadeEmp() {} // Unique identifier. virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_EMP; } // Server specific. #ifdef GAME_DLL DECLARE_DATADESC(); virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 ); #endif CTFGrenadeEmp( const CTFGrenadeEmp & ) {} }; //============================================================================= // // TF Emp Grenade Projectile (Server specific.) // #ifdef GAME_DLL class CTFGrenadeEmpProjectile : public CTFWeaponBaseGrenadeProj { public: DECLARE_CLASS( CTFGrenadeEmpProjectile, CTFWeaponBaseGrenadeProj ); // Unique identifier. virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_EMP; } // Creation. static CTFGrenadeEmpProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 ); // Overrides. virtual void Spawn(); virtual void Precache(); virtual void BounceSound( void ); virtual void Detonate(); void DetonateThink( void ); DECLARE_DATADESC(); private: bool m_bPlayedLeadIn; }; #endif #endif // TF_WEAPON_GRENADE_EMP_H