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83 lines
1.8 KiB
83 lines
1.8 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_SHIELD_H |
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#define WEAPON_SHIELD_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//#include "tf_player.h" |
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#include "basetfcombatweapon_shared.h" |
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#include "tf_shieldshared.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponShield C_WeaponShield |
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#define CShield C_Shield |
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#endif |
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class CShield; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CWeaponShield : public CBaseTFCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponShield, CBaseTFCombatWeapon ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponShield(); |
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virtual void UpdateOnRemove( void ); |
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// Firing |
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virtual void ItemPostFrame( void ); |
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virtual float GetFireRate( void ); |
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virtual float GetDamage( float flDistance, int iLocation ); |
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virtual bool Deploy( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
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virtual void WeaponIdle( void ); |
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virtual bool VisibleInWeaponSelection( void ) { return false; } |
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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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private: |
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CWeaponShield( const CWeaponShield & ); |
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// Lock the projected shield |
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void SetShieldPositionLocked( bool bLocked ); |
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// Input |
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void PrimaryAttack( void ); |
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private: |
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// Data |
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CNetworkVar( CHandle<CShield>, m_hDeployedShield ); |
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bool m_bShieldPositionLocked; |
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bool m_bIsDeployed; |
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}; |
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#endif // WEAPON_SHIELD_H
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