source-engine/game/shared/tfc/weapon_tfc_minigun.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_TFC_MINIGUN_H
#define WEAPON_TFC_MINIGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_tfcbase.h"
#if defined( CLIENT_DLL )
#define CTFCMinigun C_TFCMinigun
#endif
enum MinigunState_t
{
// assault cannon firing states
AC_STATE_IDLE=0,
AC_STATE_STARTFIRING,
AC_STATE_FIRING,
AC_STATE_SPINNING
};
// ----------------------------------------------------------------------------- //
// CTFCMinigun class definition.
// ----------------------------------------------------------------------------- //
class CTFCMinigun : public CWeaponTFCBase
{
public:
DECLARE_CLASS( CTFCMinigun, CWeaponTFCBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CTFCMinigun();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo();
virtual bool CanBeSelected();
virtual void Precache();
virtual void PrimaryAttack();
virtual void WeaponIdle();
virtual bool Deploy();
virtual bool SendWeaponAnim( int iActivity );
virtual void HandleFireOnEmpty();
virtual TFCWeaponID GetWeaponID( void ) const;
// Overrideables.
public:
private:
CTFCMinigun( const CTFCMinigun & ) {}
void WindUp();
void Spin();
void Fire();
void StartSpin();
void WindDown( bool bFromHolster );
private:
MinigunState_t m_iWeaponState;
};
#endif // WEAPON_TFC_MINIGUN_H