source-engine/game/shared/hl2mp/weapon_slam.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: SLAM
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONSLAM_H
#define WEAPONSLAM_H
#include "basegrenade_shared.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
enum
{
SLAM_TRIPMINE_READY,
SLAM_SATCHEL_THROW,
SLAM_SATCHEL_ATTACH,
};
#ifdef CLIENT_DLL
#define CWeapon_SLAM C_Weapon_SLAM
#endif
class CWeapon_SLAM : public CBaseHL2MPCombatWeapon
{
public:
DECLARE_CLASS( CWeapon_SLAM, CBaseHL2MPCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CNetworkVar( int, m_tSlamState );
CNetworkVar( bool, m_bDetonatorArmed );
CNetworkVar( bool, m_bNeedDetonatorDraw);
CNetworkVar( bool, m_bNeedDetonatorHolster);
CNetworkVar( bool, m_bNeedReload);
CNetworkVar( bool, m_bClearReload);
CNetworkVar( bool, m_bThrowSatchel);
CNetworkVar( bool, m_bAttachSatchel);
CNetworkVar( bool, m_bAttachTripmine);
float m_flWallSwitchTime;
void Spawn( void );
void Precache( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void Weapon_Switch( void );
void SLAMThink( void );
void SetPickupTouch( void );
void SlamTouch( CBaseEntity *pOther ); // default weapon touch
void ItemPostFrame( void );
bool Reload( void );
void SetSlamState( int newState );
bool CanAttachSLAM(void); // In position where can attach SLAM?
bool AnyUndetonatedCharges(void);
void StartTripmineAttach( void );
void TripmineAttach( void );
void StartSatchelDetonate( void );
void SatchelDetonate( void );
void StartSatchelThrow( void );
void StartSatchelAttach( void );
void SatchelThrow( void );
void SatchelAttach( void );
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
CWeapon_SLAM();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
DECLARE_DATADESC();
#endif
private:
CWeapon_SLAM( const CWeapon_SLAM & );
};
#endif //WEAPONSLAM_H