Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_TWOHANDEDCONTAINER_H
#define WEAPON_TWOHANDEDCONTAINER_H
#ifdef _WIN32
#pragma once
#endif
#include "basetfcombatweapon_shared.h"
#include "baseviewmodel_shared.h"
#include "studio.h"
#if defined( CLIENT_DLL )
#define CWeaponTwoHandedContainer C_WeaponTwoHandedContainer
#endif
class CBaseViewModel;
//-----------------------------------------------------------------------------
// Purpose: Client side rep of CBaseTFCombatWeapon
//-----------------------------------------------------------------------------
class CWeaponTwoHandedContainer : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponTwoHandedContainer, CBaseTFCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponTwoHandedContainer();
~CWeaponTwoHandedContainer();
virtual void Spawn( void );
virtual void ItemPostFrame( void );
virtual void ItemBusyFrame( void );
virtual void SetWeapons( CBaseTFCombatWeapon *left, CBaseTFCombatWeapon *right );
virtual void UnhideSecondViewmodel( void );
virtual void AbortReload( void );
virtual bool HasAnyAmmo( void );
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual CBaseCombatWeapon *GetLastWeapon( void );
virtual int GetWeight( void );
virtual const char *GetViewModel( int viewmodelindex = 0 );
virtual char *GetDeathNoticeName( void );
virtual float GetDefaultAnimSpeed( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void GetViewmodelBoneControllers( CBaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]);
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw( void );
virtual void Redraw(void);
virtual void DrawAmmo( void );
virtual void HandleInput( void );
virtual void OverrideMouseInput( float *x, float *y );
virtual void ViewModelDrawn( CBaseViewModel *pBaseViewModel );
void HookWeaponEntities( void );
virtual bool VisibleInWeaponSelection( void );
private:
CWeaponTwoHandedContainer( const CWeaponTwoHandedContainer & );
public:
#else
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
#endif
CBaseTFCombatWeapon *GetLeftWeapon( void );
CBaseTFCombatWeapon *GetRightWeapon( void );
public:
CNetworkHandle( CBaseTFCombatWeapon, m_hRightWeapon );
CNetworkHandle( CBaseTFCombatWeapon, m_hLeftWeapon );
#if defined( CLIENT_DLL )
CHandle<CBaseTFCombatWeapon> m_hOldRightWeapon;
CHandle<CBaseTFCombatWeapon> m_hOldLeftWeapon;
#endif
};
#endif // WEAPON_TWOHANDEDCONTAINER_H