Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_DODBASEBOMB_H
#define WEAPON_DODBASEBOMB_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
#if defined( CLIENT_DLL )
#define CDODBaseBombWeapon C_DODBaseBombWeapon
#else
#include "dod_bombtarget.h"
#endif
//-----------------------------------------------------------------------------
// RPG
//-----------------------------------------------------------------------------
class CDODBaseBombWeapon : public CWeaponDODBase { public: DECLARE_CLASS( CDODBaseBombWeapon, CWeaponDODBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE();
CDODBaseBombWeapon();
virtual void Spawn(); virtual void Precache( void ); virtual bool Deploy(); virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void ItemPostFrame( void );
virtual bool CanDrop( void ) { return false; } virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; } virtual bool ShouldDrawCrosshair( void ) { return false; } virtual bool HasPrimaryAmmo() { return true; } virtual bool CanBeSelected() { return false; }
#ifndef CLIENT_DLL
void StartPlanting( CDODBombTarget *pTarget ); bool CancelPlanting( void ); void CompletePlant( void ); bool IsLookingAtBombTarget( CBasePlayer *pPlayer, CDODBombTarget *pTarget ); #endif
void SetPlanting( bool bPlanting ); bool IsPlanting( void );
protected: CDODWeaponInfo *m_pWeaponInfo;
private: CDODBaseBombWeapon( const CDODBaseBombWeapon & );
bool m_bPlanting;
// pointer to the dod_bomb_target that we're planting at
EHANDLE m_hBombTarget;
// when the plant will be complete
float m_flPlantCompleteTime;
bool m_bUsePlant; // player hit +use to start this plant
float m_flNextPlantCheck;
#ifndef CLIENT_DLL
DECLARE_DATADESC(); #endif
};
#endif // WEAPON_DODBASEBOMB_H
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