Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "shake.h"
#include "weapon_dodfullauto.h"
#if defined( CLIENT_DLL )
#define CDODBipodWeapon C_DODBipodWeapon
#endif
class CDODBipodWeapon : public CDODFullAutoWeapon { public: DECLARE_CLASS( CDODBipodWeapon, CDODFullAutoWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CDODBipodWeapon();
virtual void Spawn(); virtual void Precache(); virtual void Drop( const Vector &vecVelocity ); virtual void SecondaryAttack( void ); virtual bool Reload( void );
virtual float GetWeaponAccuracy( float flPlayerSpeed );
virtual Activity GetUndeployActivity( void ); virtual Activity GetDeployActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetReloadActivity( void ); virtual Activity GetIdleActivity( void );
virtual bool CanDrop( void ); virtual bool CanHolster( void );
inline void SetDeployed( bool bDeployed ); inline bool IsDeployed( void ) { return m_bDeployed; }
virtual void ItemBusyFrame( void ); virtual void ItemPostFrame( void ); void BipodThink( void );
bool AttemptToDeploy( void ); bool CheckDeployEnt( void );
bool TestDeploy( float *flDeployedHeight, CBaseEntity **pDeployedOn, float *flYawLimitLeft = NULL, float *flYawLimitRight = NULL ); bool TestDeployAngle( CDODPlayer *pPlayer, float *flDeployedHeight, CBaseEntity **pDeployedOn, QAngle angles );
bool FindYawLimits( float *flLeftLimit, float *flRightLimit );
virtual void DoFireEffects();
void DeployBipod( float flHeight, CBaseEntity *pDeployedOn, float flYawLimitLeft, float flYawLimitRight ); void UndeployBipod( void );
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
#ifdef CLIENT_DLL
virtual int GetWorldModelIndex( void ); virtual void CheckForAltWeapon( int iCurrentState );
virtual void OverrideMouseInput( float *x, float *y ); #endif
private: CDODBipodWeapon( const CDODBipodWeapon & );
CNetworkVar( bool, m_bDeployed );
CNetworkVar( int, m_iDeployedModelIndex ); CNetworkVar( int, m_iDeployedReloadModelIndex ); CNetworkVar( int, m_iProneDeployedReloadModelIndex );
int m_iCurrentWorldModel;
EHANDLE m_hDeployedOnEnt; float m_flDeployedHeight; float m_flNextDeployCheckTime;
Vector m_DeployedEntOrigin;
bool m_bDuckedWhenDeployed;
#ifdef CLIENT_DLL
bool m_bUseDeployedReload; #endif
};
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