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59 lines
1.4 KiB
59 lines
1.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef WEAPON_COMBAT_USEDWITHSHIELDBASE_H |
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#define WEAPON_COMBAT_USEDWITHSHIELDBASE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "basetfcombatweapon_shared.h" |
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class CBasePlayer; |
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#if defined( CLIENT_DLL ) |
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#define CWeaponCombatUsedWithShieldBase C_WeaponCombatUsedWithShieldBase |
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#endif |
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class CWeaponCombatUsedWithShieldBase : public CBaseTFCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponCombatUsedWithShieldBase, CBaseTFCombatWeapon ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponCombatUsedWithShieldBase( void ) {} |
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virtual bool CanDeploy( void ); |
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virtual int UpdateClientData( CBasePlayer *pPlayer ); |
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virtual bool SupportsTwoHanded( void ) { return true; }; |
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void AllowShieldPostFrame( bool allow ); |
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virtual int GetShieldState( void ); |
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/* |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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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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#endif |
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*/ |
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private: |
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CWeaponCombatUsedWithShieldBase( const CWeaponCombatUsedWithShieldBase & ); |
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}; |
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#endif // WEAPON_COMBAT_USEDWITHSHIELDBASE_H
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