88 lines
2.1 KiB
C++
88 lines
2.1 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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#include "basegrenade_shared.h"
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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enum {
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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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#ifdef CLIENT_DLL
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#define CWeapon_SLAM C_Weapon_SLAM
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#endif
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class CWeapon_SLAM : public CBaseHL2MPCombatWeapon {
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public:
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DECLARE_CLASS(CWeapon_SLAM, CBaseHL2MPCombatWeapon);
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CNetworkVar(int, m_tSlamState);
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CNetworkVar(bool, m_bDetonatorArmed);
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CNetworkVar(bool, m_bNeedDetonatorDraw);
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CNetworkVar(bool, m_bNeedDetonatorHolster);
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CNetworkVar(bool, m_bNeedReload);
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CNetworkVar(bool, m_bClearReload);
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CNetworkVar(bool, m_bThrowSatchel);
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CNetworkVar(bool, m_bAttachSatchel);
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CNetworkVar(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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void PrimaryAttack(void);
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void SecondaryAttack(void);
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void WeaponIdle(void);
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void Weapon_Switch(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(int 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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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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#endif
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private:
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CWeapon_SLAM(const CWeapon_SLAM &);
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};
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#endif // WEAPONSLAM_H
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