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-rw-r--r--game/shared/tf2/weapon_combat_usedwithshieldbase.h59
1 files changed, 59 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_combat_usedwithshieldbase.h b/game/shared/tf2/weapon_combat_usedwithshieldbase.h
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+++ b/game/shared/tf2/weapon_combat_usedwithshieldbase.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPON_COMBAT_USEDWITHSHIELDBASE_H
+#define WEAPON_COMBAT_USEDWITHSHIELDBASE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basetfcombatweapon_shared.h"
+
+class CBasePlayer;
+
+#if defined( CLIENT_DLL )
+#define CWeaponCombatUsedWithShieldBase C_WeaponCombatUsedWithShieldBase
+#endif
+
+class CWeaponCombatUsedWithShieldBase : public CBaseTFCombatWeapon
+{
+ DECLARE_CLASS( CWeaponCombatUsedWithShieldBase, CBaseTFCombatWeapon );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponCombatUsedWithShieldBase( void ) {}
+
+ virtual bool CanDeploy( void );
+ virtual int UpdateClientData( CBasePlayer *pPlayer );
+ virtual bool SupportsTwoHanded( void ) { return true; };
+ void AllowShieldPostFrame( bool allow );
+ virtual int GetShieldState( void );
+
+ /*
+ // 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:
+ CWeaponCombatUsedWithShieldBase( const CWeaponCombatUsedWithShieldBase & );
+
+};
+#endif // WEAPON_COMBAT_USEDWITHSHIELDBASE_H