//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef WEAPON_TFCBASE_H #define WEAPON_TFCBASE_H #ifdef _WIN32 #pragma once #endif #include "tfc_playeranimstate.h" #include "tfc_weapon_parse.h" #if defined( CLIENT_DLL ) #define CWeaponTFCBase C_WeaponTFCBase #endif class CTFCPlayer; // Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it // against the ammo name you specify. // MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time. bool IsAmmoType( int iAmmoType, const char *pAmmoName ); typedef enum { WEAPON_NONE = 0, // Melee WEAPON_CROWBAR, WEAPON_SPANNER, // Engineer's wrench. WEAPON_KNIFE, WEAPON_MEDIKIT, // Vector weapons WEAPON_MINIGUN, // Shotguns WEAPON_SHOTGUN, WEAPON_SUPER_SHOTGUN, WEAPON_NAILGUN, WEAPON_SUPER_NAILGUN, WEAPON_MAX, // number of weapons weapon index } TFCWeaponID; //Class Heirarchy for tfc weapons /* CWeaponTFCBase | |--> CTFCCrowbar | | | |--> CTFCKnife | |--> CTFCMedikit | |--> CTFCSpanner | |--> CTFCMedikit | |--> CTFCMinigun | |--> CTFCShotgun | | | |--> CTFCSuperShotgun | |--> CTFCNailgun | | | |--> CTFCSuperNailgun */ class CWeaponTFCBase : public CBaseCombatWeapon { public: DECLARE_CLASS( CWeaponTFCBase, CBaseCombatWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponTFCBase(); virtual void Precache(); virtual bool IsPredicted() const; CTFCPlayer* GetPlayerOwner() const; // Get TFC-specific weapon data. CTFCWeaponInfo const &GetTFCWpnData() const; // Get specific TFC weapon ID (ie: WEAPON_AK47, etc) virtual TFCWeaponID GetWeaponID( void ) const; // return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK) bool IsA( TFCWeaponID id ) const; // return true if this weapon has a silencer equipped virtual bool IsSilenced( void ) const; #ifdef CLIENT_DLL #else DECLARE_DATADESC(); virtual void Spawn(); virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity ); void SendReloadSoundEvent(); virtual Vector GetSoundEmissionOrigin() const; #endif private: CWeaponTFCBase( const CWeaponTFCBase & ); }; #endif // WEAPON_TFCBASE_H