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94 lines
2.3 KiB
94 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#ifndef WEAPON_HL2MPBASE_H |
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#define WEAPON_HL2MPBASE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "hl2mp_player_shared.h" |
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#include "basecombatweapon_shared.h" |
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#include "hl2mp_weapon_parse.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponHL2MPBase C_WeaponHL2MPBase |
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void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip ); |
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#endif |
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class CHL2MP_Player; |
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// These are the names of the ammo types that go in the CAmmoDefs and that the |
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// weapon script files reference. |
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// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it |
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// against the ammo name you specify. |
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// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time. |
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bool IsAmmoType( int iAmmoType, const char *pAmmoName ); |
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class CWeaponHL2MPBase : public CBaseCombatWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponHL2MPBase, CBaseCombatWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponHL2MPBase(); |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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void SendReloadSoundEvent( void ); |
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void Materialize( void ); |
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virtual int ObjectCaps( void ); |
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virtual void FallThink( void ); |
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#endif |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted() const; |
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CBasePlayer* GetPlayerOwner() const; |
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CHL2MP_Player* GetHL2MPPlayerOwner() const; |
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void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f ); |
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CHL2MPSWeaponInfo const &GetHL2MPWpnData() const; |
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virtual void FireBullets( const FireBulletsInfo_t &info ); |
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virtual void FallInit( void ); |
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public: |
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#if defined( CLIENT_DLL ) |
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virtual bool ShouldPredict(); |
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virtual void OnDataChanged( DataUpdateType_t type ); |
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); |
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#else |
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virtual void Spawn(); |
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#endif |
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float m_flPrevAnimTime; |
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float m_flNextResetCheckTime; |
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Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; } |
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QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; } |
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private: |
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CWeaponHL2MPBase( const CWeaponHL2MPBase & ); |
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Vector m_vOriginalSpawnOrigin; |
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QAngle m_vOriginalSpawnAngles; |
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}; |
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#endif // WEAPON_HL2MPBASE_H
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