Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "basecombatweapon_shared.h"
#ifndef BASEHLCOMBATWEAPON_SHARED_H
#define BASEHLCOMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBaseHLCombatWeapon C_BaseHLCombatWeapon
#endif
class CBaseHLCombatWeapon : public CBaseCombatWeapon { #if !defined( CLIENT_DLL )
#ifndef _XBOX
DECLARE_DATADESC(); #else
protected: DECLARE_DATADESC(); private: #endif
#endif
DECLARE_CLASS( CBaseHLCombatWeapon, CBaseCombatWeapon ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
virtual bool WeaponShouldBeLowered( void );
bool CanLower(); virtual bool Ready( void ); virtual bool Lower( void ); virtual bool Deploy( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual void WeaponIdle( void );
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ); virtual float CalcViewmodelBob( void );
virtual Vector GetBulletSpread( WeaponProficiency_t proficiency ); virtual float GetSpreadBias( WeaponProficiency_t proficiency );
virtual const WeaponProficiencyInfo_t *GetProficiencyValues(); static const WeaponProficiencyInfo_t *GetDefaultProficiencyValues();
virtual void ItemHolsterFrame( void );
int m_iPrimaryAttacks; // # of primary attacks performed with this weapon
int m_iSecondaryAttacks; // # of secondary attacks performed with this weapon
protected:
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
float m_flHolsterTime; // When the weapon was holstered
};
#endif // BASEHLCOMBATWEAPON_SHARED_H
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