Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_FISTS_H
#define TF_WEAPON_FISTS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#ifdef CLIENT_DLL
#define CTFFists C_TFFists
#endif
enum fisttypes_t { FISTTYPE_BASE = 0, FISTTYPE_RADIAL_BUFF, FISTTYPE_GRU, };
//=============================================================================
//
// Fists weapon class.
//
class CTFFists : public CTFWeaponBaseMelee { public:
DECLARE_CLASS( CTFFists, CTFWeaponBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFFists() {} virtual int GetWeaponID( void ) const { return TF_WEAPON_FISTS; }
virtual void ItemPreFrame(); virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
virtual void DoViewModelAnimation( void );
virtual bool HideWhileStunned( void ) { return false; }
void Punch( void );
#ifdef GAME_DLL
virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info ); #endif
virtual bool AllowTaunts( void );
int GetFistType( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
virtual void SetWeaponVisible( bool visible ){} // intentionally never hiding the fists
private:
CTFFists( const CTFFists & ) {} };
#endif // TF_WEAPON_FISTS_H
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