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_DODBASERPG_H
#define WEAPON_DODBASERPG_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
#if defined( CLIENT_DLL )
#define CDODBaseRocketWeapon C_DODBaseRocketWeapon
#endif
//-----------------------------------------------------------------------------
// RPG
//-----------------------------------------------------------------------------
class CDODBaseRocketWeapon : public CWeaponDODBase
{
public:
DECLARE_CLASS( CDODBaseRocketWeapon, CWeaponDODBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CDODBaseRocketWeapon();
virtual void Spawn();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Deploy();
virtual bool CanHolster();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual bool Reload();
virtual void WeaponIdle();
virtual void Drop( const Vector &vecVelocity );
virtual bool CanDrop( void ) { return ( IsDeployed() == false ); }
void DoFireEffects();
void Precache( void );
void Raise();
bool Lower();
virtual Activity GetDrawActivity( void );
virtual Activity GetIdleActivity( void );
virtual Activity GetLowerActivity( void );
virtual Activity GetRaiseActivity( void );
virtual void FireRocket( void );
inline bool IsDeployed() { return m_bDeployed; }
inline void SetDeployed( bool bDeployed ) { m_bDeployed = bDeployed; }
bool ShouldPlayerBeSlow( void );
virtual bool ShouldAutoEjectBrass( void ) { return false; }
#ifdef CLIENT_DLL
virtual void OverrideMouseInput( float *x, float *y );
#endif
virtual float GetRecoil( void ) { return 10.0f; }
protected:
CNetworkVar( bool, m_bDeployed );
CDODWeaponInfo *m_pWeaponInfo;
private:
CDODBaseRocketWeapon( const CDODBaseRocketWeapon & );
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
};
#endif // WEAPON_DODBASERPG_H