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:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_flag.h"
#include "decals.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_team.h"
#endif
//=============================================================================
//
// Weapon Flag tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFFlag, DT_TFWeaponFlag )
BEGIN_NETWORK_TABLE( CTFFlag, DT_TFWeaponFlag )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFFlag )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_flag, CTFFlag );
PRECACHE_WEAPON_REGISTER( tf_weapon_flag );
//=============================================================================
//
// Weapon Flag functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFFlag::CTFFlag()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlag::Deploy( void )
{
if ( BaseClass::Deploy() )
{
#ifdef GAME_DLL
TFTeamMgr()->PlayerCenterPrint( ToTFPlayer( GetOwner() ), "#TF_Flag_AltFireToDrop" );
#endif
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlag::SecondaryAttack( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
#ifdef GAME_DLL
pPlayer->DropCurrentWeapon();
#endif
pPlayer->SwitchToNextBestWeapon( this );
}