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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Molotov weapon
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "basehlcombatweapon.h"
#ifndef WEAPON_MOLOTOV_H
#define WEAPON_MOLOTOV_H
class CGrenade_Molotov;
class CWeaponMolotov : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CWeaponMolotov, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
private:
int m_nNumAmmoTypes;
bool m_bNeedDraw;
int m_iThrowBits; // Save the current throw bits state
float m_fNextThrowCheck; // When to check throw ability next
Vector m_vecTossVelocity;
public:
void Precache( void );
void Spawn( 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 MolotovTouch( CBaseEntity *pOther ); // default weapon touch
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
bool ObjectInWay( void );
void ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity);
void ItemPostFrame( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
DECLARE_ACTTABLE();
DECLARE_DATADESC();
CWeaponMolotov(void);
};
#endif //WEAPON_MOLOTOV_H