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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/weapon_shield.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/tf2/weapon_shield.h')
| -rw-r--r-- | game/shared/tf2/weapon_shield.h | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_shield.h b/game/shared/tf2/weapon_shield.h new file mode 100644 index 0000000..9d6bb21 --- /dev/null +++ b/game/shared/tf2/weapon_shield.h @@ -0,0 +1,83 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef WEAPON_SHIELD_H +#define WEAPON_SHIELD_H +#ifdef _WIN32 +#pragma once +#endif + +//#include "tf_player.h" +#include "basetfcombatweapon_shared.h" +#include "tf_shieldshared.h" + + +#if defined( CLIENT_DLL ) +#define CWeaponShield C_WeaponShield +#define CShield C_Shield +#endif + +class CShield; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CWeaponShield : public CBaseTFCombatWeapon +{ + DECLARE_CLASS( CWeaponShield, CBaseTFCombatWeapon ); + +public: + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponShield(); + + virtual void UpdateOnRemove( void ); + + // Firing + virtual void ItemPostFrame( void ); + virtual float GetFireRate( void ); + virtual float GetDamage( float flDistance, int iLocation ); + + virtual bool Deploy( void ); + virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); + virtual void WeaponIdle( void ); + virtual bool VisibleInWeaponSelection( void ) { return false; } + + // All predicted weapons need to implement and return true + virtual bool IsPredicted( void ) const + { + return true; + } + +#if defined( CLIENT_DLL ) + virtual bool ShouldPredict( void ) + { + if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) + return true; + + return BaseClass::ShouldPredict(); + } +#endif + +private: + CWeaponShield( const CWeaponShield & ); + + // Lock the projected shield + void SetShieldPositionLocked( bool bLocked ); + + // Input + void PrimaryAttack( void ); + +private: + // Data + CNetworkVar( CHandle<CShield>, m_hDeployedShield ); + bool m_bShieldPositionLocked; + bool m_bIsDeployed; +}; + +#endif // WEAPON_SHIELD_H |