Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The class from which all bludgeon melee
// weapons are derived.
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "basehlcombatweapon.h"
#ifndef BASEBLUDGEONWEAPON_H
#define BASEBLUDGEONWEAPON_H
//=========================================================
// CBaseHLBludgeonWeapon
//=========================================================
class CBaseHLBludgeonWeapon : public CBaseHLCombatWeapon { DECLARE_CLASS( CBaseHLBludgeonWeapon, CBaseHLCombatWeapon ); public: CBaseHLBludgeonWeapon();
DECLARE_SERVERCLASS();
virtual void Spawn( void ); virtual void Precache( void ); //Attack functions
virtual void PrimaryAttack( void ); virtual void SecondaryAttack( void ); virtual void ItemPostFrame( void );
//Functions to select animation sequences
virtual Activity GetPrimaryAttackActivity( void ) { return ACT_VM_HITCENTER; } virtual Activity GetSecondaryAttackActivity( void ) { return ACT_VM_HITCENTER2; }
virtual float GetFireRate( void ) { return 0.2f; } virtual float GetRange( void ) { return 32.0f; } virtual float GetDamageForActivity( Activity hitActivity ) { return 1.0f; }
virtual int CapabilitiesGet( void ); virtual int WeaponMeleeAttack1Condition( float flDot, float flDist );
protected: virtual void ImpactEffect( trace_t &trace );
private: bool ImpactWater( const Vector &start, const Vector &end ); void Swing( int bIsSecondary ); void Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary ); Activity ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner ); };
#endif
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