Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_DODFIRESELECT_H
#define WEAPON_DODFIRESELECT_H
#include "cbase.h"
#include "weapon_dodbasegun.h"
#if defined( CLIENT_DLL )
#define CDODFireSelectWeapon C_DODFireSelectWeapon
#include "c_dod_player.h"
#endif
class CDODFireSelectWeapon : public CWeaponDODBaseGun { public: DECLARE_CLASS( CDODFireSelectWeapon, CWeaponDODBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CDODFireSelectWeapon();
virtual void Spawn(); virtual void PrimaryAttack( void ); virtual void SecondaryAttack( void ); virtual float GetWeaponAccuracy( float flPlayerSpeed ); virtual float GetFireDelay( void ); virtual void Drop( const Vector &vecVelocity );
bool IsSemiAuto( void );
virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetReloadActivity( void ); virtual Activity GetDrawActivity( void );
#ifdef CLIENT_DLL
virtual Vector GetDesiredViewModelOffset( C_DODPlayer *pOwner );
void ResetViewModelAnimDir( void ) { m_bAnimToSemiAuto = true; m_flPosChangeTimer = 0; }
virtual void OnWeaponDropped( void ) { ResetViewModelAnimDir();
m_bSemiAuto = false;
BaseClass::OnWeaponDropped(); } #endif
private: CNetworkVar( bool, m_bSemiAuto );
#ifdef CLIENT_DLL
bool m_bAnimToSemiAuto; float m_flPosChangeTimer; #endif
private: CDODFireSelectWeapon( const CDODFireSelectWeapon & ); };
#endif //WEAPON_DODFIRESELECT_H
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