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64 lines
1.6 KiB
64 lines
1.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Base class for object upgrading objects |
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// |
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//=============================================================================// |
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#ifndef TF_OBJ_BASEDRIVERGUN_H |
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#define TF_OBJ_BASEDRIVERGUN_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#if defined( CLIENT_DLL ) |
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#define CBaseObjectDriverGun C_BaseObjectDriverGun |
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#endif |
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#include "tf_obj_baseupgrade_shared.h" |
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// ------------------------------------------------------------------------ |
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// Base class for objects that, when built on a vehicle, become under control of the driver |
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// ------------------------------------------------------------------------ |
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class CBaseObjectDriverGun : public CBaseObjectUpgrade |
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{ |
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DECLARE_CLASS( CBaseObjectDriverGun, CBaseObjectUpgrade ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CBaseObjectDriverGun(); |
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virtual void Spawn( void ); |
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virtual void FinishedBuilding( void ); |
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// Firing |
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virtual bool CanFireNow( void ) { return false; } |
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virtual void Fire( CBaseTFPlayer *pDriver ) { return; } |
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// Turning |
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virtual void SetTargetAngles( const QAngle &vecAngles ); |
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virtual const QAngle &GetCurrentAngles( void ); |
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virtual Vector GetFireOrigin( void ); |
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// HUD |
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virtual void DrawHudElements( void ) { return; } |
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#ifdef CLIENT_DLL |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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virtual bool ShouldPredict( void ); |
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#endif |
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protected: |
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CNetworkQAngle( m_vecGunAngles ); |
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private: |
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CBaseObjectDriverGun( const CBaseObjectDriverGun & ); // not defined, not accessible |
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}; |
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#endif // TF_OBJ_BASEDRIVERGUN_H
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