mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
83 lines
2.0 KiB
C++
83 lines
2.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Weapon that throws things from the hand
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef WEAPON_BRICKBAT_H
|
|
#define WEAPON_BRICKBAT_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "basehlcombatweapon.h"
|
|
|
|
enum BrickbatAmmo_t
|
|
{
|
|
BRICKBAT_ROCK = 0,
|
|
BRICKBAT_BOTTLE,
|
|
|
|
NUM_BRICKBAT_AMMO_TYPES
|
|
};
|
|
|
|
class CGrenade_Brickbat;
|
|
|
|
class CWeaponBrickbat : public CBaseHLCombatWeapon
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponBrickbat, CBaseHLCombatWeapon );
|
|
|
|
DECLARE_SERVERCLASS();
|
|
|
|
public:
|
|
int m_iCurrentAmmoType;
|
|
|
|
void Precache( void );
|
|
void Spawn( void );
|
|
bool Deploy( void );
|
|
|
|
virtual const char *GetViewModel( int viewmodelindex =0 );
|
|
virtual const char *GetWorldModel( void );
|
|
|
|
void DrawAmmo( void );
|
|
|
|
virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
|
|
virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
|
|
|
|
void SetPickupTouch( void );
|
|
void BrickbatTouch( CBaseEntity *pOther ); // default weapon touch
|
|
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
|
|
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
|
|
|
|
bool ObjectInWay( void );
|
|
|
|
void ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage);
|
|
void ItemPostFrame( void );
|
|
void PrimaryAttack( void );
|
|
void SecondaryAttack( void );
|
|
void Throw( void );
|
|
|
|
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
|
|
|
|
DECLARE_DATADESC();
|
|
DECLARE_ACTTABLE();
|
|
|
|
CWeaponBrickbat(void);
|
|
|
|
private:
|
|
bool m_bNeedDraw;
|
|
bool m_bNeedThrow;
|
|
int m_iThrowBits; // Save the current throw bits state
|
|
float m_fNextThrowCheck; // When to check throw ability next
|
|
Vector m_vecTossVelocity;
|
|
|
|
int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do I own?
|
|
};
|
|
|
|
#endif //WEAPON_BRICKBAT_H
|