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57 lines
1.5 KiB
57 lines
1.5 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 TF_OBJ_MANNED_MISSILELAUNCHER_H |
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#define TF_OBJ_MANNED_MISSILELAUNCHER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_obj_base_manned_gun.h" |
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// ------------------------------------------------------------------------ // |
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// A stationary gun that players can man that's built by the player |
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// ------------------------------------------------------------------------ // |
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class CObjectMannedMissileLauncher : public CObjectBaseMannedGun |
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{ |
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DECLARE_CLASS( CObjectMannedMissileLauncher, CObjectBaseMannedGun ); |
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public: |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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static CObjectMannedMissileLauncher* Create(const Vector &vOrigin, const QAngle &vAngles); |
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CObjectMannedMissileLauncher(); |
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virtual void Spawn(); |
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virtual void Precache(); |
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virtual void FinishedBuilding( void ); |
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virtual void SetupTeamModel( void ); |
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void MissileRechargeThink( void ); |
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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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virtual void PreDataUpdate( DataUpdateType_t updateType ); |
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virtual void PostDataUpdate( DataUpdateType_t updateType ); |
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#endif |
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protected: |
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// Fire the weapon |
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virtual void Fire( void ); |
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int m_nPreviousTeam; |
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int m_nMaxAmmoCount; |
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}; |
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#endif // TF_OBJ_MANNED_MISSILELAUNCHER_H
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