summaryrefslogtreecommitdiff
path: root/game/shared/tf2/weapon_basecombatobject.h
diff options
context:
space:
mode:
Diffstat (limited to 'game/shared/tf2/weapon_basecombatobject.h')
-rw-r--r--game/shared/tf2/weapon_basecombatobject.h68
1 files changed, 68 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_basecombatobject.h b/game/shared/tf2/weapon_basecombatobject.h
new file mode 100644
index 0000000..37e802f
--- /dev/null
+++ b/game/shared/tf2/weapon_basecombatobject.h
@@ -0,0 +1,68 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPON_BASECOMBATOBJECT_H
+#define WEAPON_BASECOMBATOBJECT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basetfcombatweapon_shared.h"
+
+class CBaseTFPlayer;
+
+#if defined( CLIENT_DLL )
+
+#define CWeaponBaseCombatObject C_WeaponBaseCombatObject
+
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Base class for combat object weapons
+//-----------------------------------------------------------------------------
+class CWeaponBaseCombatObject : public CBaseTFCombatWeapon
+{
+ DECLARE_CLASS( CWeaponBaseCombatObject, CBaseTFCombatWeapon );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponBaseCombatObject();
+
+ virtual void PrimaryAttack( void );
+ virtual bool GetPlacePosition( CBaseTFPlayer *pBuilder, Vector *vecPlaceOrigin, QAngle *angPlaceAngles );
+ virtual void PlaceCombatObject( CBaseTFPlayer *pBuilder, Vector vecOrigin, QAngle angles );
+ virtual float GetFireRate( void );
+
+protected:
+ char *m_szObjectName;
+ Vector m_vecBuildMins;
+ Vector m_vecBuildMaxs;
+
+ /*
+ // 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:
+ CWeaponBaseCombatObject( const CWeaponBaseCombatObject & );
+};
+
+#endif // WEAPON_BASECOMBATOBJECT_H