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

88 lines
2.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: SLAM
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONSLAM_H
#define WEAPONSLAM_H
#include "basegrenade_shared.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
enum {
SLAM_TRIPMINE_READY,
SLAM_SATCHEL_THROW,
SLAM_SATCHEL_ATTACH,
};
#ifdef CLIENT_DLL
#define CWeapon_SLAM C_Weapon_SLAM
#endif
class CWeapon_SLAM : public CBaseHL2MPCombatWeapon {
public:
DECLARE_CLASS(CWeapon_SLAM, CBaseHL2MPCombatWeapon);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CNetworkVar(int, m_tSlamState);
CNetworkVar(bool, m_bDetonatorArmed);
CNetworkVar(bool, m_bNeedDetonatorDraw);
CNetworkVar(bool, m_bNeedDetonatorHolster);
CNetworkVar(bool, m_bNeedReload);
CNetworkVar(bool, m_bClearReload);
CNetworkVar(bool, m_bThrowSatchel);
CNetworkVar(bool, m_bAttachSatchel);
CNetworkVar(bool, m_bAttachTripmine);
float m_flWallSwitchTime;
void Spawn(void);
void Precache(void);
void PrimaryAttack(void);
void SecondaryAttack(void);
void WeaponIdle(void);
void Weapon_Switch(void);
void SLAMThink(void);
void SetPickupTouch(void);
void SlamTouch(CBaseEntity *pOther); // default weapon touch
void ItemPostFrame(void);
bool Reload(void);
void SetSlamState(int newState);
bool CanAttachSLAM(void); // In position where can attach SLAM?
bool AnyUndetonatedCharges(void);
void StartTripmineAttach(void);
void TripmineAttach(void);
void StartSatchelDetonate(void);
void SatchelDetonate(void);
void StartSatchelThrow(void);
void StartSatchelAttach(void);
void SatchelThrow(void);
void SatchelAttach(void);
bool Deploy(void);
bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL);
CWeapon_SLAM();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
DECLARE_DATADESC();
#endif
private:
CWeapon_SLAM(const CWeapon_SLAM &);
};
#endif // WEAPONSLAM_H