//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "basecombatweapon_shared.h" #ifndef BASEHLCOMBATWEAPON_SHARED_H #define BASEHLCOMBATWEAPON_SHARED_H #ifdef _WIN32 #pragma once #endif #if defined( CLIENT_DLL ) #define CBaseHLCombatWeapon C_BaseHLCombatWeapon #endif class CBaseHLCombatWeapon : public CBaseCombatWeapon { #if !defined( CLIENT_DLL ) DECLARE_DATADESC(); #endif DECLARE_CLASS( CBaseHLCombatWeapon, CBaseCombatWeapon ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); virtual bool WeaponShouldBeLowered( void ); bool CanLower(); virtual bool Ready( void ); virtual bool Lower( void ); virtual bool Deploy( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual void WeaponIdle( void ); virtual bool SendWeaponAnim( int iActivity ); virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ); virtual float CalcViewmodelBob( void ); virtual Vector GetBulletSpread( WeaponProficiency_t proficiency ); virtual float GetSpreadBias( WeaponProficiency_t proficiency ); virtual const WeaponProficiencyInfo_t *GetProficiencyValues(); static const WeaponProficiencyInfo_t *GetDefaultProficiencyValues(); virtual void ItemHolsterFrame( void ); virtual bool IsSpecialSuitAbility( void ); // Weapon can be used as a suit ability int m_iPrimaryAttacks; // # of primary attacks performed with this weapon int m_iSecondaryAttacks; // # of secondary attacks performed with this weapon protected: bool m_bLowered; // Whether the viewmodel is raised or lowered float m_flRaiseTime; // If lowered, the time we should raise the viewmodel float m_flHolsterTime; // When the weapon was holstered }; #endif // BASEHLCOMBATWEAPON_SHARED_H