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