blob: f7bf851ecf3ad9536bae23a343c8b1459457dd46 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_KNIFE_H
#define WEAPON_KNIFE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_csbase.h"
#if defined( CLIENT_DLL )
#define CKnife C_Knife
#endif
// ----------------------------------------------------------------------------- //
// CKnife class definition.
// ----------------------------------------------------------------------------- //
class CKnife : public CWeaponCSBase
{
public:
DECLARE_CLASS( CKnife, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CKnife();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo();
virtual bool CanBeSelected();
virtual void Precache();
void Spawn();
void Smack();
//void Smack( trace_t *pTr, float delay );
bool SwingOrStab( bool bStab );
void PrimaryAttack();
void SecondaryAttack();
void WeaponAnimation( int iAnimation );
virtual void ItemPostFrame( void );
// virtual float GetSpread() const;
bool Deploy();
void Holster( int skiplocal = 0 );
bool CanDrop();
void WeaponIdle();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_KNIFE; }
public:
trace_t m_trHit;
EHANDLE m_pTraceHitEnt;
CNetworkVar( float, m_flSmackTime );
bool m_bStab;
private:
CKnife( const CKnife & ) {}
};
#endif // WEAPON_KNIFE_H
|