Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_MG42_H
#define WEAPON_MG42_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
#include "weapon_dodbipodgun.h"
#if defined( CLIENT_DLL )
#define CWeaponMG42 C_WeaponMG42
#endif
#define COOL_CONTEXT "CoolContext"
class CWeaponMG42 : public CDODBipodWeapon { public: DECLARE_CLASS( CWeaponMG42, CDODBipodWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE();
#ifdef GAME_DLL
DECLARE_DATADESC(); #endif
CWeaponMG42() {} #ifdef CLIENT_DLL
virtual ~CWeaponMG42(); #endif
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MG42; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void ) { if ( !IsDeployed() ) return WEAPON_MG42_UNDEPLOYED; else return WEAPON_MG42; }
virtual void Spawn(); virtual void Precache(); virtual void PrimaryAttack( void ); virtual bool Reload( void ); virtual void FinishReload( void ); virtual void ItemPostFrame( void ); virtual void ItemBusyFrame( void ); void ItemFrameCool( void ); virtual bool Deploy( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual void Drop( const Vector &vecVelocity );
virtual Activity GetReloadActivity( void ); virtual Activity GetDrawActivity( void ); virtual Activity GetDeployActivity( void ); virtual Activity GetUndeployActivity( void ); virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void );
int GetWeaponHeat( void ) { return m_iWeaponHeat; } virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
void Cool( void );
#ifdef CLIENT_DLL
virtual void ClientThink( void ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void CleanupToolRecordingState( KeyValues *msg );
void EmitSmokeParticle( void ); #else
void CoolThink( void ); #endif
virtual float GetRecoil( void );
private: CWeaponMG42( const CWeaponMG42 & );
CNetworkVar( int, m_iWeaponHeat ); CNetworkVar( float, m_flNextCoolTime );
CNetworkVar( bool, m_bOverheated );
#ifdef CLIENT_DLL
CSmartPtr<CSimpleEmitter> m_pEmitter;
float m_flParticleAccumulator; PMaterialHandle m_hParticleMaterial;
#endif
};
#endif //WEAPON_MG42_H
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