//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: TF Gas Grenade. // //=============================================================================// #ifndef TF_WEAPON_GRENADE_GAS_H #define TF_WEAPON_GRENADE_GAS_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_grenade.h" #include "tf_weaponbase_grenadeproj.h" // Client specific. #ifdef CLIENT_DLL #define CTFGrenadeGas C_TFGrenadeGas #endif //============================================================================= // // TF Gas Grenade // class CTFGrenadeGas : public CTFWeaponBaseGrenade { public: DECLARE_CLASS( CTFGrenadeGas, CTFWeaponBaseGrenade ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // DECLARE_ACTTABLE(); CTFGrenadeGas() {} // Unique identifier. virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; } // 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 CTFGrenadeGas( const CTFGrenadeGas & ) {} }; #ifdef CLIENT_DLL #define CTFGasGrenadeEffect C_TFGasGrenadeEffect #endif class CTFGasGrenadeEffect : public CBaseEntity { public: DECLARE_CLASS( CTFGasGrenadeEffect, CBaseEntity ); DECLARE_NETWORKCLASS(); #ifndef CLIENT_DLL virtual int UpdateTransmitState( void ); #else CTFGasGrenadeEffect() { m_pGasEffect = NULL; } virtual void OnDataChanged( DataUpdateType_t updateType ); CNewParticleEffect *m_pGasEffect; #endif }; //============================================================================= // // TF Gase Grenade Projectile (Server specific.) // #ifdef GAME_DLL class CTFGrenadeGasProjectile : public CTFWeaponBaseGrenadeProj { public: DECLARE_CLASS( CTFGrenadeGasProjectile, CTFWeaponBaseGrenadeProj ); DECLARE_DATADESC(); ~CTFGrenadeGasProjectile(); // Unique identifier. virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_GAS; } // Creation. static CTFGrenadeGasProjectile *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(); virtual void DetonateThink( void ); void Think_Emit( void ); void Think_Fade( void ); private: int m_nPulses; CHandle m_hGasEffect; }; #endif #endif // TF_WEAPON_GRENADE_GAS_H