Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_STUNSTICK_H
#define WEAPON_STUNSTICK_H
#ifdef _WIN32
#pragma once
#endif
#include "basebludgeonweapon.h"
#define STUNSTICK_RANGE 75.0f
#define STUNSTICK_REFIRE 0.6f
class CWeaponStunStick : public CBaseHLBludgeonWeapon
{
DECLARE_CLASS( CWeaponStunStick, CBaseHLBludgeonWeapon );
DECLARE_DATADESC();
public:
CWeaponStunStick();
DECLARE_SERVERCLASS();
DECLARE_ACTTABLE();
virtual void Precache();
void Spawn();
float GetRange( void ) { return STUNSTICK_RANGE; }
float GetFireRate( void ) { return STUNSTICK_REFIRE; }
int WeaponMeleeAttack1Condition( float flDot, float flDist );
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
void Drop( const Vector &vecVelocity );
void ImpactEffect( trace_t &traceHit );
void SecondaryAttack( void ) {}
void SetStunState( bool state );
bool GetStunState( void );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
float GetDamageForActivity( Activity hitActivity );
bool CanBePickedUpByNPCs( void ) { return false; }
private:
CNetworkVar( bool, m_bActive );
};
#endif // WEAPON_STUNSTICK_H