Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_KNIFE_H
#define WEAPON_KNIFE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_csbase.h"
#if defined( CLIENT_DLL )
#define CKnife C_Knife
#endif
// ----------------------------------------------------------------------------- //
// CKnife class definition.
// ----------------------------------------------------------------------------- //
class CKnife : public CWeaponCSBase { public: DECLARE_CLASS( CKnife, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #ifndef CLIENT_DLL
DECLARE_DATADESC(); #endif
CKnife();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo(); virtual bool CanBeSelected(); virtual void Precache();
void Spawn(); void Smack(); //void Smack( trace_t *pTr, float delay );
bool SwingOrStab( bool bStab ); void PrimaryAttack(); void SecondaryAttack(); void WeaponAnimation( int iAnimation );
virtual void ItemPostFrame( void );
// virtual float GetSpread() const;
bool Deploy(); void Holster( int skiplocal = 0 ); bool CanDrop();
void WeaponIdle();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_KNIFE; }
public: trace_t m_trHit; EHANDLE m_pTraceHitEnt;
CNetworkVar( float, m_flSmackTime ); bool m_bStab;
private: CKnife( const CKnife & ) {} };
#endif // WEAPON_KNIFE_H
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