Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TRIPWIRE
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONTRIPWIRE_H
#define WEAPONTRIPWIRE_H
#include "basegrenade_shared.h"
#include "basehlcombatweapon.h"
enum TripwireState_t { TRIPWIRE_TRIPMINE_READY, TRIPWIRE_SATCHEL_THROW, TRIPWIRE_SATCHEL_ATTACH, };
class CWeapon_Tripwire : public CBaseHLCombatWeapon { public: DECLARE_CLASS( CWeapon_Tripwire, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
bool m_bNeedReload; bool m_bClearReload; bool m_bAttachTripwire;
void Spawn( void ); void Precache( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } void PrimaryAttack( void ); void SecondaryAttack( void ); void WeaponIdle( void ); void WeaponSwitch( void ); void SetPickupTouch( void ); void TripwireTouch( CBaseEntity *pOther ); // default weapon touch
void ItemPostFrame( void ); bool Reload( void ); bool CanAttachTripwire(void); // In position where can attach TRIPWIRE?
void StartTripwireAttach( void ); void TripwireAttach( void );
bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
CWeapon_Tripwire();
DECLARE_ACTTABLE(); DECLARE_DATADESC(); };
#endif //WEAPONTRIPWIRE_H
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