Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TRIPWIRE
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONTRIPWIRE_H
#define WEAPONTRIPWIRE_H
#include "basegrenade_shared.h"
#include "basehlcombatweapon.h"
enum TripwireState_t
{
TRIPWIRE_TRIPMINE_READY,
TRIPWIRE_SATCHEL_THROW,
TRIPWIRE_SATCHEL_ATTACH,
};
class CWeapon_Tripwire : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CWeapon_Tripwire, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
bool m_bNeedReload;
bool m_bClearReload;
bool m_bAttachTripwire;
void Spawn( void );
void Precache( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void WeaponSwitch( void );
void SetPickupTouch( void );
void TripwireTouch( CBaseEntity *pOther ); // default weapon touch
void ItemPostFrame( void );
bool Reload( void );
bool CanAttachTripwire(void); // In position where can attach TRIPWIRE?
void StartTripwireAttach( void );
void TripwireAttach( void );
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
CWeapon_Tripwire();
DECLARE_ACTTABLE();
DECLARE_DATADESC();
};
#endif //WEAPONTRIPWIRE_H