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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbase.h"
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#include "gamerules.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "weapon_hegrenade.h"
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#ifdef CLIENT_DLL
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#else
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#include "cs_player.h"
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#include "items.h"
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#include "hegrenade_projectile.h"
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#endif
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#define GRENADE_TIMER 3.0f //Seconds
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IMPLEMENT_NETWORKCLASS_ALIASED( HEGrenade, DT_HEGrenade )
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BEGIN_NETWORK_TABLE(CHEGrenade, DT_HEGrenade)
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CHEGrenade )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_hegrenade, CHEGrenade );
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PRECACHE_WEAPON_REGISTER( weapon_hegrenade );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CHEGrenade )
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END_DATADESC()
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void CHEGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
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{
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//=============================================================================
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// HPE_BEGIN:
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// [Forrest] Start a new bullet group so that damage dealt by the grenade will be counted as a separate hit from damage previously dealt.
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//=============================================================================
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#ifdef GAME_DLL
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CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
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if ( pCSPlayer )
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{
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pCSPlayer->StartNewBulletGroup();
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}
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#endif
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//=============================================================================
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// HPE_END
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//=============================================================================
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CHEGrenadeProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, GRENADE_TIMER );
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}
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#endif
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