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https://github.com/nillerusr/source-engine.git
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66 lines
1.6 KiB
C
66 lines
1.6 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Molotov weapon
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "basehlcombatweapon.h"
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#ifndef WEAPON_MOLOTOV_H
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#define WEAPON_MOLOTOV_H
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class CGrenade_Molotov;
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class CWeaponMolotov : public CBaseHLCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponMolotov, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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private:
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int m_nNumAmmoTypes;
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bool m_bNeedDraw;
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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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public:
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void Precache( void );
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void Spawn( 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 MolotovTouch( CBaseEntity *pOther ); // default weapon touch
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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 ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity);
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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 Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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CWeaponMolotov(void);
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};
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#endif //WEAPON_MOLOTOV_H
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