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92 lines
2.2 KiB
C++
92 lines
2.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_TF_WEAPON_BUILDER_H
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#define C_TF_WEAPON_BUILDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//#include "c_tf_basecombatweapon.h"
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//#include "weapon_combat_usedwithshieldbase.h"
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#include "tf_weaponbase.h"
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#include "c_baseobject.h"
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//=============================================================================
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// Purpose: Client version of CWeaponBuiler
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//=============================================================================
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class C_TFWeaponBuilder : public C_TFWeaponBase
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{
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DECLARE_CLASS( C_TFWeaponBuilder, C_TFWeaponBase );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_TFWeaponBuilder();
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~C_TFWeaponBuilder();
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virtual void Redraw();
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virtual void SecondaryAttack();
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virtual bool IsPlacingObject( void );
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virtual const char *GetCurrentSelectionObjectName( void );
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virtual const char *GetViewModel( int iViewModel ) const;
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virtual const char *GetWorldModel( void ) const;
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virtual bool Deploy( void );
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C_BaseObject *GetPlacementModel( void ) { return m_hObjectBeingBuilt.Get(); }
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virtual int GetSlot( void ) const;
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virtual int GetPosition( void ) const;
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void SetupObjectSelectionSprite( void );
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virtual CHudTexture const *GetSpriteActive( void ) const;
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virtual CHudTexture const *GetSpriteInactive( void ) const;
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virtual const char *GetPrintName( void ) const;
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virtual int GetSubType( void );
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virtual bool CanBeSelected( void );
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virtual bool VisibleInWeaponSelection( void );
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virtual bool HasAmmo( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_BUILDER; }
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int GetObjectType( void ) { return m_iObjectType; }
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virtual Activity GetDrawActivity( void );
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virtual CStudioHdr *OnNewModel( void );
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public:
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// Builder Data
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int m_iBuildState;
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unsigned int m_iObjectType;
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float m_flStartTime;
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float m_flTotalTime;
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CHudTexture *m_pSelectionTextureActive;
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CHudTexture *m_pSelectionTextureInactive;
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// Our placement model
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CHandle<C_BaseObject> m_hObjectBeingBuilt;
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int m_iValidBuildPoseParam;
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private:
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C_TFWeaponBuilder( const C_TFWeaponBuilder & );
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};
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#endif // C_TF_WEAPON_BUILDER_H
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