93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_HL2MPBASE_H
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#define WEAPON_HL2MPBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basecombatweapon_shared.h"
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#include "hl2mp_player_shared.h"
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#include "hl2mp_weapon_parse.h"
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#if defined(CLIENT_DLL)
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#define CWeaponHL2MPBase C_WeaponHL2MPBase
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void UTIL_ClipPunchAngleOffset(QAngle &in, const QAngle &punch,
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const QAngle &clip);
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#endif
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class CHL2MP_Player;
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// These are the names of the ammo types that go in the CAmmoDefs and that the
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// weapon script files reference.
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// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares
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// it against the ammo name you specify. MIKETODO: this should use indexing
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// instead of searching and strcmp()'ing all the time.
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bool IsAmmoType(int iAmmoType, const char *pAmmoName);
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class CWeaponHL2MPBase : public CBaseCombatWeapon {
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public:
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DECLARE_CLASS(CWeaponHL2MPBase, CBaseCombatWeapon);
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponHL2MPBase();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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void SendReloadSoundEvent(void);
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void Materialize(void);
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virtual int ObjectCaps(void);
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#endif
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted() const;
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CBasePlayer *GetPlayerOwner() const;
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CHL2MP_Player *GetHL2MPPlayerOwner() const;
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void WeaponSound(WeaponSound_t sound_type, float soundtime = 0.0f);
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CHL2MPSWeaponInfo const &GetHL2MPWpnData() const;
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virtual void FireBullets(const FireBulletsInfo_t &info);
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virtual void FallInit(void);
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public:
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#if defined(CLIENT_DLL)
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virtual bool ShouldPredict();
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virtual void OnDataChanged(DataUpdateType_t type);
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virtual bool OnFireEvent(C_BaseViewModel *pViewModel, const Vector &origin,
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const QAngle &angles, int event,
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const char *options);
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#else
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virtual void Spawn();
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#endif
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float m_flPrevAnimTime;
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float m_flNextResetCheckTime;
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Vector GetOriginalSpawnOrigin(void) { return m_vOriginalSpawnOrigin; }
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QAngle GetOriginalSpawnAngles(void) { return m_vOriginalSpawnAngles; }
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private:
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CWeaponHL2MPBase(const CWeaponHL2MPBase &);
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Vector m_vOriginalSpawnOrigin;
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QAngle m_vOriginalSpawnAngles;
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};
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#endif // WEAPON_HL2MPBASE_H
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