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88 lines
1.6 KiB
88 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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//=============================================================================// |
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#ifndef WEAPON_TFC_CROWBAR_H |
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#define WEAPON_TFC_CROWBAR_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "weapon_tfcbase.h" |
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#if defined( CLIENT_DLL ) |
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#define CTFCCrowbar C_TFCCrowbar |
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#endif |
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// ----------------------------------------------------------------------------- // |
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// CTFCCrowbar class definition. |
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// ----------------------------------------------------------------------------- // |
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class CTFCCrowbar : public CWeaponTFCBase |
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{ |
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public: |
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DECLARE_CLASS( CTFCCrowbar, CWeaponTFCBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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#ifndef CLIENT_DLL |
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DECLARE_DATADESC(); |
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#endif |
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CTFCCrowbar(); |
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// We say yes to this so the weapon system lets us switch to it. |
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virtual bool HasPrimaryAmmo(); |
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virtual bool CanBeSelected(); |
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virtual void ItemPostFrame(); |
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virtual void Precache(); |
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void Spawn(); |
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void Smack(); |
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void PrimaryAttack(); |
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bool Deploy(); |
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void Holster( int skiplocal = 0 ); |
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bool CanDrop(); |
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void WeaponIdle(); |
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virtual TFCWeaponID GetWeaponID( void ) const; |
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// Overrideables. |
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public: |
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#ifdef GAME_DLL |
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// This is called first to determine if the axe should apply damage to the entity. |
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virtual void AxeHit( |
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CBaseEntity *pHit, |
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bool bFirstSwing, |
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trace_t &tr, |
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float *flDamage, |
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bool *bDoEffects |
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); |
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#endif |
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public: |
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trace_t m_trHit; |
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EHANDLE m_pTraceHitEnt; |
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float m_flStoredPrimaryAttack; |
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private: |
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CTFCCrowbar( const CTFCCrowbar & ) {} |
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}; |
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#endif // WEAPON_TFC_CROWBAR_H
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