source-engine/game/shared/tf2/tf_obj_basedrivergun_shared.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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1.6 KiB
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for object upgrading objects
//
//=============================================================================//
#ifndef TF_OBJ_BASEDRIVERGUN_H
#define TF_OBJ_BASEDRIVERGUN_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBaseObjectDriverGun C_BaseObjectDriverGun
#endif
#include "tf_obj_baseupgrade_shared.h"
// ------------------------------------------------------------------------
// Base class for objects that, when built on a vehicle, become under control of the driver
// ------------------------------------------------------------------------
class CBaseObjectDriverGun : public CBaseObjectUpgrade
{
DECLARE_CLASS( CBaseObjectDriverGun, CBaseObjectUpgrade );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CBaseObjectDriverGun();
virtual void Spawn( void );
virtual void FinishedBuilding( void );
// Firing
virtual bool CanFireNow( void ) { return false; }
virtual void Fire( CBaseTFPlayer *pDriver ) { return; }
// Turning
virtual void SetTargetAngles( const QAngle &vecAngles );
virtual const QAngle &GetCurrentAngles( void );
virtual Vector GetFireOrigin( void );
// HUD
virtual void DrawHudElements( void ) { return; }
#ifdef CLIENT_DLL
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
virtual bool ShouldPredict( void );
#endif
protected:
CNetworkQAngle( m_vecGunAngles );
private:
CBaseObjectDriverGun( const CBaseObjectDriverGun & ); // not defined, not accessible
};
#endif // TF_OBJ_BASEDRIVERGUN_H