67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Molotov weapon
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "basehlcombatweapon.h"
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#ifndef WEAPON_MOLOTOV_H
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#define WEAPON_MOLOTOV_H
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class CGrenade_Molotov;
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class CWeaponMolotov : public CBaseHLCombatWeapon {
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public:
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DECLARE_CLASS(CWeaponMolotov, CBaseHLCombatWeapon);
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DECLARE_SERVERCLASS();
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private:
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int m_nNumAmmoTypes;
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bool m_bNeedDraw;
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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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public:
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void Precache(void);
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void Spawn(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 MolotovTouch(CBaseEntity *pOther); // default weapon touch
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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 ThrowMolotov(const Vector &vecSrc, const Vector &vecVelocity);
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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 Operator_HandleAnimEvent(animevent_t *pEvent,
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CBaseCombatCharacter *pOperator);
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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CWeaponMolotov(void);
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};
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#endif // WEAPON_MOLOTOV_H
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