Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_TFCBASE_H
#define WEAPON_TFCBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "tfc_playeranimstate.h"
#include "tfc_weapon_parse.h"
#if defined( CLIENT_DLL )
#define CWeaponTFCBase C_WeaponTFCBase
#endif
class CTFCPlayer;
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
// against the ammo name you specify.
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
typedef enum { WEAPON_NONE = 0,
// Melee
WEAPON_CROWBAR, WEAPON_SPANNER, // Engineer's wrench.
WEAPON_KNIFE, WEAPON_MEDIKIT,
// Vector weapons
WEAPON_MINIGUN,
// Shotguns
WEAPON_SHOTGUN, WEAPON_SUPER_SHOTGUN,
WEAPON_NAILGUN, WEAPON_SUPER_NAILGUN,
WEAPON_MAX, // number of weapons weapon index
} TFCWeaponID;
//Class Heirarchy for tfc weapons
/*
CWeaponTFCBase | |--> CTFCCrowbar | | | |--> CTFCKnife | |--> CTFCMedikit | |--> CTFCSpanner | |--> CTFCMedikit | |--> CTFCMinigun | |--> CTFCShotgun | | | |--> CTFCSuperShotgun | |--> CTFCNailgun | | | |--> CTFCSuperNailgun */ class CWeaponTFCBase : public CBaseCombatWeapon { public: DECLARE_CLASS( CWeaponTFCBase, CBaseCombatWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponTFCBase();
virtual void Precache(); virtual bool IsPredicted() const;
CTFCPlayer* GetPlayerOwner() const;
// Get TFC-specific weapon data.
CTFCWeaponInfo const &GetTFCWpnData() const;
// Get specific TFC weapon ID (ie: WEAPON_AK47, etc)
virtual TFCWeaponID GetWeaponID( void ) const;
// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
bool IsA( TFCWeaponID id ) const;
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const;
#ifdef CLIENT_DLL
#else
DECLARE_DATADESC();
virtual void Spawn(); virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity ); void SendReloadSoundEvent(); virtual Vector GetSoundEmissionOrigin() const;
#endif
private: CWeaponTFCBase( const CWeaponTFCBase & ); };
#endif // WEAPON_TFCBASE_H
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