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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf/tf_weapon_fists.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf/tf_weapon_fists.h')
-rw-r--r--game/shared/tf/tf_weapon_fists.h69
1 files changed, 69 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_fists.h b/game/shared/tf/tf_weapon_fists.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef TF_WEAPON_FISTS_H
+#define TF_WEAPON_FISTS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_melee.h"
+
+#ifdef CLIENT_DLL
+#define CTFFists C_TFFists
+#endif
+
+enum fisttypes_t
+{
+ FISTTYPE_BASE = 0,
+ FISTTYPE_RADIAL_BUFF,
+ FISTTYPE_GRU,
+};
+
+//=============================================================================
+//
+// Fists weapon class.
+//
+class CTFFists : public CTFWeaponBaseMelee
+{
+public:
+
+ DECLARE_CLASS( CTFFists, CTFWeaponBaseMelee );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFFists() {}
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_FISTS; }
+
+ virtual void ItemPreFrame();
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+
+ virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
+
+ virtual void DoViewModelAnimation( void );
+
+ virtual bool HideWhileStunned( void ) { return false; }
+
+ void Punch( void );
+
+#ifdef GAME_DLL
+ virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info );
+#endif
+
+ virtual bool AllowTaunts( void );
+
+ int GetFistType( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
+
+ virtual void SetWeaponVisible( bool visible ){} // intentionally never hiding the fists
+
+private:
+
+ CTFFists( const CTFFists & ) {}
+};
+
+#endif // TF_WEAPON_FISTS_H