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74 lines
1.9 KiB
74 lines
1.9 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_WEAPON_PARACHUTE_H |
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#define TF_WEAPON_PARACHUTE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_weaponbase_gun.h" |
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#include "tf_weapon_buff_item.h" |
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// Client specific. |
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#ifdef CLIENT_DLL |
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#define CTFParachute C_TFParachute |
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#define CTFParachute_Primary C_TFParachute_Primary |
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#define CTFParachute_Secondary C_TFParachute_Secondary |
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#endif |
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//============================================================================= |
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// |
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// Parachute |
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// |
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class CTFParachute : public CTFBuffItem |
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{ |
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public: |
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DECLARE_CLASS( CTFParachute, CTFBuffItem ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFParachute(); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PARACHUTE; } |
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virtual bool VisibleInWeaponSelection( void ) { return false; } |
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virtual bool CanBeSelected( void ) { return false; } |
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virtual bool CanDeploy( void ) { return false; } |
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virtual void CreateBanner(); |
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#ifdef CLIENT_DLL |
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virtual void ClientThink( void ); |
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void ParachuteAnimThink( void ); |
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#endif // CLIENT_DLL |
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private: |
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#ifdef CLIENT_DLL |
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int m_iParachuteAnimState; |
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float m_flParachuteToIdleTime; |
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#endif // CLIENT_DLL |
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}; |
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//============================================================================= |
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// Parachute Primary (demo) |
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class CTFParachute_Primary : public CTFParachute |
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{ |
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public: |
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DECLARE_CLASS( CTFParachute_Primary, CTFParachute ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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}; |
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//============================================================================= |
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// Parachute Secondary (soldier) |
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class CTFParachute_Secondary : public CTFParachute |
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{ |
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public: |
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DECLARE_CLASS( CTFParachute_Secondary, CTFParachute ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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}; |
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#endif // TF_WEAPON_BUFF_ITEM_H
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