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. ============//
#ifndef WEAPON_BASEHL2MPCOMBATWEAPON_SHARED_H
#define WEAPON_BASEHL2MPCOMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbase.h"
#if defined( CLIENT_DLL )
#define CBaseHL2MPCombatWeapon C_BaseHL2MPCombatWeapon
#endif
class CBaseHL2MPCombatWeapon : public CWeaponHL2MPBase
{
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
DECLARE_CLASS( CBaseHL2MPCombatWeapon, CWeaponHL2MPBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CBaseHL2MPCombatWeapon();
virtual bool WeaponShouldBeLowered( void );
virtual bool Ready( void );
virtual bool Lower( void );
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void WeaponIdle( void );
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
virtual float CalcViewmodelBob( void );
virtual Vector GetBulletSpread( WeaponProficiency_t proficiency );
virtual float GetSpreadBias( WeaponProficiency_t proficiency );
virtual const WeaponProficiencyInfo_t *GetProficiencyValues();
static const WeaponProficiencyInfo_t *GetDefaultProficiencyValues();
virtual void ItemHolsterFrame( void );
protected:
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
float m_flHolsterTime; // When the weapon was holstered
private:
CBaseHL2MPCombatWeapon( const CBaseHL2MPCombatWeapon & );
};
#endif // WEAPON_BASEHL2MPCOMBATWEAPON_SHARED_H