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64 lines
1.6 KiB
64 lines
1.6 KiB
5 years ago
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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_WEAPON_BUILDER_H
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#define C_WEAPON_BUILDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_tf_basecombatweapon.h"
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#include "weapon_combat_usedwithshieldbase.h"
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//=============================================================================
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// Purpose: Client version of CWeaponBuiler
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//=============================================================================
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class C_WeaponBuilder : public C_WeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( C_WeaponBuilder, C_WeaponCombatUsedWithShieldBase );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_WeaponBuilder();
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~C_WeaponBuilder();
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virtual void Redraw();
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virtual bool VisibleInWeaponSelection( void ) { return false; }
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virtual bool IsPlacingObject( void );
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virtual bool IsBuildingObject( void );
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virtual const char *GetCurrentSelectionObjectName( void );
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C_BaseObject *GetPlacementModel( void ) { return m_hObjectBeingBuilt.Get(); }
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public:
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// Builder Data
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int m_iBuildState;
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unsigned int m_iCurrentObject;
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int m_iCurrentObjectState;
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float m_flStartTime;
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float m_flTotalTime;
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vgui::HFont m_hFont;
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// Our placement model
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CHandle<C_BaseObject> m_hObjectBeingBuilt;
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// Objects that this builder can build
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bool m_bObjectValidity[ OBJ_LAST ];
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// Buildability of each object
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bool m_bObjectBuildability[ OBJ_LAST ];
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// Materials
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CMaterialReference m_pIconFireToSelect;
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private:
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C_WeaponBuilder( const C_WeaponBuilder & );
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};
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#endif // C_WEAPON_BUILDER_H
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