Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_TFC_CROWBAR_H
#define WEAPON_TFC_CROWBAR_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_tfcbase.h"
#if defined( CLIENT_DLL )
#define CTFCCrowbar C_TFCCrowbar
#endif
// ----------------------------------------------------------------------------- //
// CTFCCrowbar class definition.
// ----------------------------------------------------------------------------- //
class CTFCCrowbar : public CWeaponTFCBase { public: DECLARE_CLASS( CTFCCrowbar, CWeaponTFCBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #ifndef CLIENT_DLL
DECLARE_DATADESC(); #endif
CTFCCrowbar();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo(); virtual bool CanBeSelected(); virtual void ItemPostFrame(); virtual void Precache();
void Spawn(); void Smack(); void PrimaryAttack();
bool Deploy(); void Holster( int skiplocal = 0 ); bool CanDrop();
void WeaponIdle();
virtual TFCWeaponID GetWeaponID( void ) const;
// Overrideables.
public:
#ifdef GAME_DLL
// This is called first to determine if the axe should apply damage to the entity.
virtual void AxeHit( CBaseEntity *pHit, bool bFirstSwing, trace_t &tr, float *flDamage, bool *bDoEffects ); #endif
public: trace_t m_trHit; EHANDLE m_pTraceHitEnt; float m_flStoredPrimaryAttack;
private: CTFCCrowbar( const CTFCCrowbar & ) {} };
#endif // WEAPON_TFC_CROWBAR_H
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