Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: SLAM
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONSLAM_H
#define WEAPONSLAM_H
#include "basegrenade_shared.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
enum { SLAM_TRIPMINE_READY, SLAM_SATCHEL_THROW, SLAM_SATCHEL_ATTACH, };
#ifdef CLIENT_DLL
#define CWeapon_SLAM C_Weapon_SLAM
#endif
class CWeapon_SLAM : public CBaseHL2MPCombatWeapon { public: DECLARE_CLASS( CWeapon_SLAM, CBaseHL2MPCombatWeapon );
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CNetworkVar( int, m_tSlamState ); CNetworkVar( bool, m_bDetonatorArmed ); CNetworkVar( bool, m_bNeedDetonatorDraw); CNetworkVar( bool, m_bNeedDetonatorHolster); CNetworkVar( bool, m_bNeedReload); CNetworkVar( bool, m_bClearReload); CNetworkVar( bool, m_bThrowSatchel); CNetworkVar( bool, m_bAttachSatchel); CNetworkVar( bool, m_bAttachTripmine); float m_flWallSwitchTime;
void Spawn( void ); void Precache( void );
void PrimaryAttack( void ); void SecondaryAttack( void ); void WeaponIdle( void ); void Weapon_Switch( void ); void SLAMThink( void ); void SetPickupTouch( void ); void SlamTouch( CBaseEntity *pOther ); // default weapon touch
void ItemPostFrame( void ); bool Reload( void ); void SetSlamState( int newState ); bool CanAttachSLAM(void); // In position where can attach SLAM?
bool AnyUndetonatedCharges(void); void StartTripmineAttach( void ); void TripmineAttach( void );
void StartSatchelDetonate( void ); void SatchelDetonate( void ); void StartSatchelThrow( void ); void StartSatchelAttach( void ); void SatchelThrow( void ); void SatchelAttach( void ); bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
CWeapon_SLAM();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE(); DECLARE_DATADESC(); #endif
private: CWeapon_SLAM( const CWeapon_SLAM & ); };
#endif //WEAPONSLAM_H
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