hl2_src-leak-2017/src/game/shared/tf2/weapon_combat_grenade.cpp

98 lines
2.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The Commando's anti-personnel grenades
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "weapon_combat_basegrenade.h"
#include "weapon_combatshield.h"
#include "in_buttons.h"
#if !defined( CLIENT_DLL )
#include "grenade_antipersonnel.h"
#else
#define CWeaponCombatGrenade C_WeaponCombatGrenade
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CBaseGrenade;
//-----------------------------------------------------------------------------
// Purpose: Combo shield & grenade weapon
//-----------------------------------------------------------------------------
class CWeaponCombatGrenade : public CWeaponCombatBaseGrenade
{
DECLARE_CLASS( CWeaponCombatGrenade, CWeaponCombatBaseGrenade );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatGrenade();
virtual void Precache( void );
virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
private:
CWeaponCombatGrenade( const CWeaponCombatGrenade & );
};
CWeaponCombatGrenade::CWeaponCombatGrenade( void )
{
SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatGrenade::Precache( void )
{
BaseClass::Precache();
#if !defined( CLIENT_DLL )
UTIL_PrecacheOther( "grenade_antipersonnel" );
#endif
}
CBaseGrenade *CWeaponCombatGrenade::CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner )
{
#if !defined( CLIENT_DLL )
return CGrenadeAntiPersonnel::Create(vecOrigin, vecAngles, pOwner );
#else
return NULL;
#endif
}
LINK_ENTITY_TO_CLASS( weapon_combat_grenade, CWeaponCombatGrenade );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatGrenade, DT_WeaponCombatGrenade )
BEGIN_NETWORK_TABLE( CWeaponCombatGrenade, DT_WeaponCombatGrenade )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatGrenade )
END_PREDICTION_DATA()
PRECACHE_WEAPON_REGISTER(weapon_combat_grenade);