//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef WEAPON_STUNSTICK_H #define WEAPON_STUNSTICK_H #ifdef _WIN32 #pragma once #endif #include "basebludgeonweapon.h" #define STUNSTICK_RANGE 75.0f #define STUNSTICK_REFIRE 0.6f class CWeaponStunStick : public CBaseHLBludgeonWeapon { DECLARE_CLASS(CWeaponStunStick, CBaseHLBludgeonWeapon); DECLARE_DATADESC(); public: CWeaponStunStick(); DECLARE_SERVERCLASS(); DECLARE_ACTTABLE(); virtual void Precache(); void Spawn(); float GetRange(void) { return STUNSTICK_RANGE; } float GetFireRate(void) { return STUNSTICK_REFIRE; } int WeaponMeleeAttack1Condition(float flDot, float flDist); bool Deploy(void); bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL); void Drop(const Vector &vecVelocity); void ImpactEffect(trace_t &traceHit); void SecondaryAttack(void) {} void SetStunState(bool state); bool GetStunState(void); void Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator); float GetDamageForActivity(Activity hitActivity); bool CanBePickedUpByNPCs(void) { return false; } private: CNetworkVar(bool, m_bActive); }; #endif // WEAPON_STUNSTICK_H