Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_KNIFE_H
#define WEAPON_KNIFE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_csbase.h"
#if defined( CLIENT_DLL )
#define CKnife C_Knife
#endif
// ----------------------------------------------------------------------------- //
// CKnife class definition.
// ----------------------------------------------------------------------------- //
class CKnife : public CWeaponCSBase
{
public:
DECLARE_CLASS( CKnife, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CKnife();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo();
virtual bool CanBeSelected();
virtual void Precache();
void Spawn();
void Smack();
//void Smack( trace_t *pTr, float delay );
bool SwingOrStab( bool bStab );
void PrimaryAttack();
void SecondaryAttack();
void WeaponAnimation( int iAnimation );
virtual void ItemPostFrame( void );
// virtual float GetSpread() const;
bool Deploy();
void Holster( int skiplocal = 0 );
bool CanDrop();
void WeaponIdle();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_KNIFE; }
public:
trace_t m_trHit;
EHANDLE m_pTraceHitEnt;
CNetworkVar( float, m_flSmackTime );
bool m_bStab;
private:
CKnife( const CKnife & ) {}
};
#endif // WEAPON_KNIFE_H