Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifdef CLIENT_DLL
#include "c_portal_player.h"
#else
#include "portal_player.h"
#endif
#include "weapon_portalbase.h"
#ifndef WEAPON_BASEPORTALCOMBATWEAPON_SHARED_H
#define WEAPON_BASEPORTALCOMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBasePortalCombatWeapon C_BasePortalCombatWeapon
#endif
class CBasePortalCombatWeapon : public CWeaponPortalBase { #if !defined( CLIENT_DLL )
DECLARE_DATADESC(); #endif
DECLARE_CLASS( CBasePortalCombatWeapon, CWeaponPortalBase ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CBasePortalCombatWeapon();
virtual bool WeaponShouldBeLowered( void );
bool CanLower( void ); 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 );
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
private: CBasePortalCombatWeapon( const CBasePortalCombatWeapon & ); };
#endif // WEAPON_BASEPORTALCOMBATWEAPON_SHARED_H
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