Files
HL2Overcharged/game/server/WaterBulletDynamic.h
2025-05-21 21:20:08 +03:00

61 lines
1.5 KiB
C++

#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<CSprite> m_Sprite;
int m_iDamage;
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
};
#endif
#endif