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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TF_OBJ_MANNED_MISSILELAUNCHER_H
#define TF_OBJ_MANNED_MISSILELAUNCHER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj_base_manned_gun.h"
// ------------------------------------------------------------------------ //
// A stationary gun that players can man that's built by the player
// ------------------------------------------------------------------------ //
class CObjectMannedMissileLauncher : public CObjectBaseMannedGun
{
DECLARE_CLASS( CObjectMannedMissileLauncher, CObjectBaseMannedGun );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
static CObjectMannedMissileLauncher* Create(const Vector &vOrigin, const QAngle &vAngles);
CObjectMannedMissileLauncher();
virtual void Spawn();
virtual void Precache();
virtual void FinishedBuilding( void );
virtual void SetupTeamModel( void );
void MissileRechargeThink( void );
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
#endif
protected:
// Fire the weapon
virtual void Fire( void );
int m_nPreviousTeam;
int m_nMaxAmmoCount;
};
#endif // TF_OBJ_MANNED_MISSILELAUNCHER_H
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