//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadePipebombProjectile::Spawn() { if ( m_iType == TF_GL_MODE_REMOTE_DETONATE ) { // Set this to max, so effectively they do not self-implode. SetModel( TF_WEAPON_PIPEBOMB_MODEL ); SetDetonateTimerLength( FLT_MAX ); } else { SetModel( TF_WEAPON_PIPEGRENADE_MODEL ); SetDetonateTimerLength( TF_WEAPON_GRENADE_DETONATE_TIME ); SetTouch( &CTFGrenadePipebombProjectile::PipebombTouch ); } BaseClass::Spawn(); m_bTouched = false; m_flCreationTime = gpGlobals->curtime; // We want to get touch functions called so we can damage enemy players AddSolidFlags( FSOLID_TRIGGER ); m_flMinSleepTime = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeMirvProjectile::Spawn() { SetModel( GRENADE_MODEL ); SetDetonateTimerLength( TF_MIRV_TIMER ); BaseClass::Spawn(); // Players need to be able to hit it with their weapons. AddSolidFlags( FSOLID_TRIGGER ); }