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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/tf2/weapon_twohandedcontainer.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPON_TWOHANDEDCONTAINER_H
+#define WEAPON_TWOHANDEDCONTAINER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basetfcombatweapon_shared.h"
+#include "baseviewmodel_shared.h"
+#include "studio.h"
+
+#if defined( CLIENT_DLL )
+#define CWeaponTwoHandedContainer C_WeaponTwoHandedContainer
+#endif
+
+class CBaseViewModel;
+
+//-----------------------------------------------------------------------------
+// Purpose: Client side rep of CBaseTFCombatWeapon
+//-----------------------------------------------------------------------------
+class CWeaponTwoHandedContainer : public CBaseTFCombatWeapon
+{
+ DECLARE_CLASS( CWeaponTwoHandedContainer, CBaseTFCombatWeapon );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponTwoHandedContainer();
+ ~CWeaponTwoHandedContainer();
+
+ virtual void Spawn( void );
+ virtual void ItemPostFrame( void );
+ virtual void ItemBusyFrame( void );
+ virtual void SetWeapons( CBaseTFCombatWeapon *left, CBaseTFCombatWeapon *right );
+ virtual void UnhideSecondViewmodel( void );
+ virtual void AbortReload( void );
+ virtual bool HasAnyAmmo( void );
+ virtual bool Deploy( void );
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+ virtual CBaseCombatWeapon *GetLastWeapon( void );
+ virtual int GetWeight( void );
+
+ virtual const char *GetViewModel( int viewmodelindex = 0 );
+ virtual char *GetDeathNoticeName( void );
+ virtual float GetDefaultAnimSpeed( void );
+
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+
+#if defined( CLIENT_DLL )
+
+ virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
+ virtual void GetViewmodelBoneControllers( CBaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]);
+
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+
+ virtual bool ShouldDraw( void );
+ virtual void Redraw(void);
+ virtual void DrawAmmo( void );
+ virtual void HandleInput( void );
+ virtual void OverrideMouseInput( float *x, float *y );
+ virtual void ViewModelDrawn( CBaseViewModel *pBaseViewModel );
+ void HookWeaponEntities( void );
+ virtual bool VisibleInWeaponSelection( void );
+
+private:
+ CWeaponTwoHandedContainer( const CWeaponTwoHandedContainer & );
+public:
+
+#else
+
+ virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
+
+#endif
+
+ CBaseTFCombatWeapon *GetLeftWeapon( void );
+ CBaseTFCombatWeapon *GetRightWeapon( void );
+
+public:
+ CNetworkHandle( CBaseTFCombatWeapon, m_hRightWeapon );
+ CNetworkHandle( CBaseTFCombatWeapon, m_hLeftWeapon );
+#if defined( CLIENT_DLL )
+ CHandle<CBaseTFCombatWeapon> m_hOldRightWeapon;
+ CHandle<CBaseTFCombatWeapon> m_hOldLeftWeapon;
+#endif
+};
+
+#endif // WEAPON_TWOHANDEDCONTAINER_H