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60 lines
1.3 KiB
60 lines
1.3 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_IFMBASE_H |
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#define WEAPON_IFMBASE_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 CWeaponIFMBase C_WeaponIFMBase |
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#endif |
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#if defined ( DOD_DLL ) |
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#include "weapon_dodbase.h" |
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#define CWeaponModBaseClass CWeaponDODBase |
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#elif defined ( TF_CLIENT_DLL ) || defined ( TF_DLL ) |
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#include "tf_weaponbase.h" |
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#define CWeaponModBaseClass CTFWeaponBase |
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#endif |
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class CWeaponIFMBase : public CWeaponModBaseClass |
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{ |
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public: |
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DECLARE_CLASS( CWeaponIFMBase, CWeaponModBaseClass ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponIFMBase(); |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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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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// 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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#else |
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virtual void Spawn(); |
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// FIXME: How should this work? This is a hack to get things working |
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virtual const unsigned char *GetEncryptionKey( void ) { return NULL; } |
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#endif |
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private: |
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CWeaponIFMBase( const CWeaponIFMBase & ); |
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}; |
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#endif // WEAPON_IFMBASE_H
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