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95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_HL2MPBASE_H
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#define WEAPON_HL2MPBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "hl2mp_player_shared.h"
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#include "basecombatweapon_shared.h"
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#include "hl2mp_weapon_parse.h"
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#if defined( CLIENT_DLL )
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#define CWeaponHL2MPBase C_WeaponHL2MPBase
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void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip );
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#endif
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class CHL2MP_Player;
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// These are the names of the ammo types that go in the CAmmoDefs and that the
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// weapon script files reference.
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// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
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// against the ammo name you specify.
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// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
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bool IsAmmoType( int iAmmoType, const char *pAmmoName );
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class CWeaponHL2MPBase : public CBaseCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponHL2MPBase, CBaseCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponHL2MPBase();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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void SendReloadSoundEvent( void );
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void Materialize( void );
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virtual int ObjectCaps( void );
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virtual void FallThink( void );
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#endif
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted() const;
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CBasePlayer* GetPlayerOwner() const;
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CHL2MP_Player* GetHL2MPPlayerOwner() const;
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void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
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CHL2MPSWeaponInfo const &GetHL2MPWpnData() const;
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virtual void FireBullets( const FireBulletsInfo_t &info );
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virtual void FallInit( void );
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public:
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict();
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virtual void OnDataChanged( DataUpdateType_t type );
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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#else
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virtual void Spawn();
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#endif
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float m_flPrevAnimTime;
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float m_flNextResetCheckTime;
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Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
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QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
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private:
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CWeaponHL2MPBase( const CWeaponHL2MPBase & );
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Vector m_vOriginalSpawnOrigin;
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QAngle m_vOriginalSpawnAngles;
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};
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#endif // WEAPON_HL2MPBASE_H
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