source-engine/game/server/hl2/weapon_manhack.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

105 lines
2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "player.h"
#include "gamerules.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "bone_setup.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CWeapon_Manhack : public CBaseHLCombatWeapon
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWeapon_Manhack, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
void Spawn( void );
void Precache( void );
void ItemPostFrame( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
float m_flBladeYaw;
};
IMPLEMENT_SERVERCLASS_ST( CWeapon_Manhack, DT_Weapon_Manhack)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_manhack, CWeapon_Manhack );
PRECACHE_WEAPON_REGISTER(weapon_manhack);
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CWeapon_Manhack )
DEFINE_FIELD( m_flBladeYaw, FIELD_FLOAT ),
END_DATADESC()
void CWeapon_Manhack::Spawn( )
{
// Call base class first
BaseClass::Spawn();
Precache( );
SetModel( GetViewModel() );
FallInit();// get ready to fall down.
m_flBladeYaw = NULL;
AddSolidFlags( FSOLID_NOT_SOLID );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeapon_Manhack::ItemPostFrame( void )
{
WeaponIdle( );
}
void CWeapon_Manhack::Precache( void )
{
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeapon_Manhack::PrimaryAttack()
{
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeapon_Manhack::SecondaryAttack()
{
}