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60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base code for any melee based weapon
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//
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//=====================================================================================//
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#ifndef SDK_WEAPON_MELEE_H
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#define SDK_WEAPON_MELEE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( CLIENT_DLL )
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#define CWeaponSDKMelee C_WeaponSDKMelee
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#endif
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//=========================================================
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// CBaseHLBludgeonWeapon
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//=========================================================
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class CWeaponSDKMelee : public CWeaponSDKBase
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{
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DECLARE_CLASS( CWeaponSDKMelee, CWeaponSDKBase );
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public:
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CWeaponSDKMelee();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual void Spawn( void );
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virtual void Precache( void );
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//Attack functions
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual void ItemPostFrame( void );
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//Functions to select animation sequences
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virtual Activity GetPrimaryAttackActivity( void ) { return ACT_VM_HITCENTER; }
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virtual Activity GetSecondaryAttackActivity( void ) { return ACT_VM_HITCENTER2; }
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virtual float GetRange( void ) { return 32.0f; }
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virtual float GetDamageForActivity( Activity hitActivity ) { return GetSDKWpnData().m_iDamage; }
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CWeaponSDKMelee( const CWeaponSDKMelee & );
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protected:
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virtual void ImpactEffect( trace_t &trace );
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private:
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bool ImpactWater( const Vector &start, const Vector &end );
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void Swing( int bIsSecondary );
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void Hit( trace_t &traceHit, Activity nHitActivity );
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Activity ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CSDKPlayer *pOwner );
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};
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#endif // SDK_WEAPON_MELEE_H
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