85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon that throws things from the hand
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPON_BRICKBAT_H
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#define WEAPON_BRICKBAT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basehlcombatweapon.h"
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enum BrickbatAmmo_t {
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BRICKBAT_ROCK = 0,
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BRICKBAT_BOTTLE,
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NUM_BRICKBAT_AMMO_TYPES
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};
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class CGrenade_Brickbat;
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class CWeaponBrickbat : public CBaseHLCombatWeapon {
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public:
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DECLARE_CLASS(CWeaponBrickbat, CBaseHLCombatWeapon);
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DECLARE_SERVERCLASS();
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public:
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int m_iCurrentAmmoType;
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void Precache(void);
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void Spawn(void);
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bool Deploy(void);
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virtual const char *GetViewModel(int viewmodelindex = 0);
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virtual const char *GetWorldModel(void);
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void DrawAmmo(void);
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virtual int WeaponRangeAttack1Condition(float flDot, float flDist);
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virtual bool WeaponLOSCondition(const Vector &ownerPos,
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const Vector &targetPos,
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bool bSetConditions);
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void SetPickupTouch(void);
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void BrickbatTouch(CBaseEntity *pOther); // default weapon touch
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void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir,
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trace_t *ptr);
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int CapabilitiesGet(void) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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bool ObjectInWay(void);
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void ThrowBrickbat(Vector vecSrc, Vector vecVelocity, float damage);
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void ItemPostFrame(void);
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void PrimaryAttack(void);
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void SecondaryAttack(void);
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void Throw(void);
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void Operator_HandleAnimEvent(animevent_t *pEvent,
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CBaseCombatCharacter *pOperator);
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DECLARE_DATADESC();
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DECLARE_ACTTABLE();
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CWeaponBrickbat(void);
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private:
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bool m_bNeedDraw;
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bool m_bNeedThrow;
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int m_iThrowBits; // Save the current throw bits state
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float m_fNextThrowCheck; // When to check throw ability next
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Vector m_vecTossVelocity;
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int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do
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// I own?
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};
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#endif // WEAPON_BRICKBAT_H
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