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74 lines
1.9 KiB
74 lines
1.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef TF_WEAPON_PARACHUTE_H
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#define TF_WEAPON_PARACHUTE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_gun.h"
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#include "tf_weapon_buff_item.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFParachute C_TFParachute
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#define CTFParachute_Primary C_TFParachute_Primary
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#define CTFParachute_Secondary C_TFParachute_Secondary
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#endif
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//=============================================================================
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//
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// Parachute
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//
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class CTFParachute : public CTFBuffItem
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{
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public:
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DECLARE_CLASS( CTFParachute, CTFBuffItem );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFParachute();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PARACHUTE; }
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virtual bool VisibleInWeaponSelection( void ) { return false; }
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virtual bool CanBeSelected( void ) { return false; }
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virtual bool CanDeploy( void ) { return false; }
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virtual void CreateBanner();
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#ifdef CLIENT_DLL
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virtual void ClientThink( void );
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void ParachuteAnimThink( void );
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#endif // CLIENT_DLL
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private:
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#ifdef CLIENT_DLL
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int m_iParachuteAnimState;
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float m_flParachuteToIdleTime;
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#endif // CLIENT_DLL
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};
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//=============================================================================
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// Parachute Primary (demo)
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class CTFParachute_Primary : public CTFParachute
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{
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public:
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DECLARE_CLASS( CTFParachute_Primary, CTFParachute );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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};
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//=============================================================================
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// Parachute Secondary (soldier)
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class CTFParachute_Secondary : public CTFParachute
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{
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public:
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DECLARE_CLASS( CTFParachute_Secondary, CTFParachute );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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};
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#endif // TF_WEAPON_BUFF_ITEM_H
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