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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef HL2MP_WEAPON_CROWBAR_H
#define HL2MP_WEAPON_CROWBAR_H
#pragma once
#include "weapon_hl2mpbasebasebludgeon.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#ifdef CLIENT_DLL
#define CWeaponCrowbar C_WeaponCrowbar
#endif
//-----------------------------------------------------------------------------
// CWeaponCrowbar
//-----------------------------------------------------------------------------
class CWeaponCrowbar : public CBaseHL2MPBludgeonWeapon {
public:
DECLARE_CLASS(CWeaponCrowbar, CBaseHL2MPBludgeonWeapon);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
CWeaponCrowbar();
float GetRange(void);
float GetFireRate(void);
void AddViewKick(void);
float GetDamageForActivity(Activity hitActivity);
void SecondaryAttack(void) { return; }
void Drop(const Vector &vecVelocity);
// Animation event
#ifndef CLIENT_DLL
virtual void Operator_HandleAnimEvent(animevent_t *pEvent,
CBaseCombatCharacter *pOperator);
void HandleAnimEventMeleeHit(animevent_t *pEvent,
CBaseCombatCharacter *pOperator);
int WeaponMeleeAttack1Condition(float flDot, float flDist);
#endif
CWeaponCrowbar(const CWeaponCrowbar &);
private:
};
#endif // HL2MP_WEAPON_CROWBAR_H