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:
//
//=============================================================================//
#ifndef WEAPON_HL2MPBASE_H
#define WEAPON_HL2MPBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "hl2mp_player_shared.h"
#include "basecombatweapon_shared.h"
#include "hl2mp_weapon_parse.h"
#if defined( CLIENT_DLL )
#define CWeaponHL2MPBase C_WeaponHL2MPBase
void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip );
#endif
class CHL2MP_Player;
// These are the names of the ammo types that go in the CAmmoDefs and that the
// weapon script files reference.
// 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 );
class CWeaponHL2MPBase : public CBaseCombatWeapon
{
public:
DECLARE_CLASS( CWeaponHL2MPBase, CBaseCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponHL2MPBase();
#ifdef GAME_DLL
DECLARE_DATADESC();
void SendReloadSoundEvent( void );
void Materialize( void );
virtual int ObjectCaps( void );
virtual void FallThink( void );
#endif
// All predicted weapons need to implement and return true
virtual bool IsPredicted() const;
CBasePlayer* GetPlayerOwner() const;
CHL2MP_Player* GetHL2MPPlayerOwner() const;
void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
CHL2MPSWeaponInfo const &GetHL2MPWpnData() const;
virtual void FireBullets( const FireBulletsInfo_t &info );
virtual void FallInit( void );
public:
#if defined( CLIENT_DLL )
virtual bool ShouldPredict();
virtual void OnDataChanged( DataUpdateType_t type );
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
#else
virtual void Spawn();
#endif
float m_flPrevAnimTime;
float m_flNextResetCheckTime;
Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
private:
CWeaponHL2MPBase( const CWeaponHL2MPBase & );
Vector m_vOriginalSpawnOrigin;
QAngle m_vOriginalSpawnAngles;
};
#endif // WEAPON_HL2MPBASE_H