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68 lines
1.6 KiB
68 lines
1.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef WEAPON_BASECOMBATOBJECT_H |
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#define WEAPON_BASECOMBATOBJECT_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "basetfcombatweapon_shared.h" |
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class CBaseTFPlayer; |
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#if defined( CLIENT_DLL ) |
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#define CWeaponBaseCombatObject C_WeaponBaseCombatObject |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Base class for combat object weapons |
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//----------------------------------------------------------------------------- |
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class CWeaponBaseCombatObject : public CBaseTFCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponBaseCombatObject, CBaseTFCombatWeapon ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponBaseCombatObject(); |
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virtual void PrimaryAttack( void ); |
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virtual bool GetPlacePosition( CBaseTFPlayer *pBuilder, Vector *vecPlaceOrigin, QAngle *angPlaceAngles ); |
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virtual void PlaceCombatObject( CBaseTFPlayer *pBuilder, Vector vecOrigin, QAngle angles ); |
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virtual float GetFireRate( void ); |
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protected: |
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char *m_szObjectName; |
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Vector m_vecBuildMins; |
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Vector m_vecBuildMaxs; |
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/* |
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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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#if defined( CLIENT_DLL ) |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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#endif |
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*/ |
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private: |
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CWeaponBaseCombatObject( const CWeaponBaseCombatObject & ); |
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}; |
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#endif // WEAPON_BASECOMBATOBJECT_H
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