Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_DODFIRESELECT_H
#define WEAPON_DODFIRESELECT_H
#include "cbase.h"
#include "weapon_dodbasegun.h"
#if defined( CLIENT_DLL )
#define CDODFireSelectWeapon C_DODFireSelectWeapon
#include "c_dod_player.h"
#endif
class CDODFireSelectWeapon : public CWeaponDODBaseGun
{
public:
DECLARE_CLASS( CDODFireSelectWeapon, CWeaponDODBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CDODFireSelectWeapon();
virtual void Spawn();
virtual void PrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual float GetWeaponAccuracy( float flPlayerSpeed );
virtual float GetFireDelay( void );
virtual void Drop( const Vector &vecVelocity );
bool IsSemiAuto( void );
virtual Activity GetIdleActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetReloadActivity( void );
virtual Activity GetDrawActivity( void );
#ifdef CLIENT_DLL
virtual Vector GetDesiredViewModelOffset( C_DODPlayer *pOwner );
void ResetViewModelAnimDir( void )
{
m_bAnimToSemiAuto = true;
m_flPosChangeTimer = 0;
}
virtual void OnWeaponDropped( void )
{
ResetViewModelAnimDir();
m_bSemiAuto = false;
BaseClass::OnWeaponDropped();
}
#endif
private:
CNetworkVar( bool, m_bSemiAuto );
#ifdef CLIENT_DLL
bool m_bAnimToSemiAuto;
float m_flPosChangeTimer;
#endif
private:
CDODFireSelectWeapon( const CDODFireSelectWeapon & );
};
#endif //WEAPON_DODFIRESELECT_H