This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

81 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: SLAM
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONSLAM_H
#define WEAPONSLAM_H
#ifndef HL2MP
#include "basegrenade_shared.h"
#include "basehlcombatweapon.h"
enum SlamState_t {
SLAM_TRIPMINE_READY,
SLAM_SATCHEL_THROW,
SLAM_SATCHEL_ATTACH,
};
class CWeapon_SLAM : public CBaseHLCombatWeapon {
public:
DECLARE_CLASS(CWeapon_SLAM, CBaseHLCombatWeapon);
DECLARE_SERVERCLASS();
SlamState_t m_tSlamState;
bool m_bDetonatorArmed;
bool m_bNeedDetonatorDraw;
bool m_bNeedDetonatorHolster;
bool m_bNeedReload;
bool m_bClearReload;
bool m_bThrowSatchel;
bool m_bAttachSatchel;
bool m_bAttachTripmine;
float m_flWallSwitchTime;
void Spawn(void);
void Precache(void);
int CapabilitiesGet(void) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
void PrimaryAttack(void);
void SecondaryAttack(void);
void WeaponIdle(void);
void WeaponSwitch(void);
void SLAMThink(void);
void SetPickupTouch(void);
void SlamTouch(CBaseEntity *pOther); // default weapon touch
void ItemPostFrame(void);
bool Reload(void);
void SetSlamState(SlamState_t newState);
bool CanAttachSLAM(void); // In position where can attach SLAM?
bool AnyUndetonatedCharges(void);
void StartTripmineAttach(void);
void TripmineAttach(void);
void StartSatchelDetonate(void);
void SatchelDetonate(void);
void StartSatchelThrow(void);
void StartSatchelAttach(void);
void SatchelThrow(void);
void SatchelAttach(void);
bool Deploy(void);
bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL);
CWeapon_SLAM();
DECLARE_ACTTABLE();
DECLARE_DATADESC();
};
#endif // HL2MP
#endif // WEAPONSLAM_H