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