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82 lines
2.0 KiB
82 lines
2.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Weapon that throws things from the hand |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef WEAPON_BRICKBAT_H |
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#define WEAPON_BRICKBAT_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "basehlcombatweapon.h" |
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enum BrickbatAmmo_t |
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{ |
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BRICKBAT_ROCK = 0, |
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BRICKBAT_BOTTLE, |
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NUM_BRICKBAT_AMMO_TYPES |
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}; |
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class CGrenade_Brickbat; |
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class CWeaponBrickbat : public CBaseHLCombatWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponBrickbat, CBaseHLCombatWeapon ); |
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DECLARE_SERVERCLASS(); |
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public: |
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int m_iCurrentAmmoType; |
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void Precache( void ); |
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void Spawn( void ); |
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bool Deploy( void ); |
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virtual const char *GetViewModel( int viewmodelindex =0 ); |
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virtual const char *GetWorldModel( void ); |
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void DrawAmmo( void ); |
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virtual int WeaponRangeAttack1Condition( float flDot, float flDist ); |
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virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions); |
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void SetPickupTouch( void ); |
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void BrickbatTouch( CBaseEntity *pOther ); // default weapon touch |
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); |
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } |
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bool ObjectInWay( void ); |
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void ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage); |
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void ItemPostFrame( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void Throw( void ); |
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); |
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DECLARE_DATADESC(); |
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DECLARE_ACTTABLE(); |
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CWeaponBrickbat(void); |
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private: |
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bool m_bNeedDraw; |
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bool m_bNeedThrow; |
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int m_iThrowBits; // Save the current throw bits state |
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float m_fNextThrowCheck; // When to check throw ability next |
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Vector m_vecTossVelocity; |
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int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do I own? |
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}; |
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#endif //WEAPON_BRICKBAT_H
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