//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Projectile shot by bullsquid // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef BLOODDRIPS_H #define BLOODDRIPS_H #include "basegrenade_shared.h" class CParticleSystem; enum RedSpitSize_e { REDSPIT_SMALL, REDSPIT_MEDIUM, REDSPIT_LARGE, }; #define DRIPS_GRAVITY 600 class CBloodDrips : public CBaseGrenade { DECLARE_CLASS(CBloodDrips, CBaseGrenade); public: CBloodDrips(void); virtual void Spawn(void); virtual void Precache(void); virtual void Event_Killed(const CTakeDamageInfo &info); virtual unsigned int PhysicsSolidMaskForEntity(void) const { return (BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_WATER); } void BloodDripsTouch(CBaseEntity *pOther); void SetBloodDripsSize(int nSize); void Detonate(void); void Think(void); private: DECLARE_DATADESC(); void InitHissSound(void); CHandle< CParticleSystem > m_hSpitEffect; CSoundPatch *m_pHissSound; bool m_bPlaySound; }; #endif //GRENADESPIT_H