Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_BOTTLE_H
#define TF_WEAPON_BOTTLE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#ifdef CLIENT_DLL
#define CTFBottle C_TFBottle
#define CTFStickBomb C_TFStickBomb
#endif
//=============================================================================
//
// Bottle class.
//
class CTFBottle : public CTFWeaponBaseMelee { public:
DECLARE_CLASS( CTFBottle, CTFWeaponBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFBottle(); virtual int GetWeaponID( void ) const { return TF_WEAPON_BOTTLE; }
virtual void Smack( void ); virtual void WeaponReset( void ); virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
virtual void SwitchBodyGroups( void );
private:
CTFBottle( const CTFBottle & ) {}
protected:
CNetworkVar( bool, m_bBroken ); };
//=============================================================================
//
// StickBomb class.
//
class CTFStickBomb : public CTFBottle { public:
DECLARE_CLASS( CTFStickBomb, CTFBottle ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFStickBomb();
virtual void Precache( void ); virtual int GetWeaponID( void ) const { return TF_WEAPON_STICKBOMB; } virtual void Smack( void ); virtual void WeaponReset( void ); virtual void WeaponRegenerate( void ); virtual void SwitchBodyGroups( void ); virtual const char* GetWorldModel( void ) const; #ifdef CLIENT_DLL
virtual int GetWorldModelIndex( void ); #endif
void SetDetonated( int iVal ) { m_iDetonated = iVal; } int GetDetonated( void ) { return m_iDetonated; }
private:
CNetworkVar( int, m_iDetonated ); // int, not bool so we can use a recv proxy
};
#endif // TF_WEAPON_BOTTLE_H
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