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

93 lines
2.4 KiB
C++

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