#ifndef WATERBULLETDYNAMIC_H #define WATERBULLETDYNAMIC_H #include "basegrenade_shared.h" #include "sprite.h" class CParticleSystem; // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifndef CLIENT_DLL //void TE_StickyBolt(IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin); //----------------------------------------------------------------------------- // ShockRifle //----------------------------------------------------------------------------- class CWaterBulletDynamic : public CBaseCombatCharacter { DECLARE_CLASS(CWaterBulletDynamic, CBaseCombatCharacter); public: CWaterBulletDynamic() { }; ~CWaterBulletDynamic(); Class_T Classify(void) { return CLASS_NONE; } public: void Spawn(void); void Precache(void); void BubbleThink(void); // changed void BoltTouch(CBaseEntity *pOther); //bool CreateVPhysics(void); //unsigned int PhysicsSolidMaskForEntity() const; static CWaterBulletDynamic *BoltCreate(const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBaseEntity *pentOwner = NULL); float flActualDamage; float fldot; float GetBulletSpeedRatio; float flActualForce; CTakeDamageInfo info; int AmmoType; int GetDamageType; CNetworkVar(bool, underWater); Vector m_vecDirShooting; trace_t tr0; CTraceFilterSimpleList *m_pIgnoreList; //already hit protected: QAngle AbsAngles; bool CreateSprites(void); CHandle< CParticleSystem > m_Spite; CHandle m_Sprite; int m_iDamage; DECLARE_DATADESC(); DECLARE_SERVERCLASS(); }; #endif #endif