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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_DODBASE_MELEE_H
#define WEAPON_DODBASE_MELEE_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
#if defined( CLIENT_DLL )
#define CWeaponDODBaseMelee C_WeaponDODBaseMelee
#endif
// ----------------------------------------------------------------------------- //
// class definition.
// ----------------------------------------------------------------------------- //
class CWeaponDODBaseMelee : public CWeaponDODBase
{
public:
DECLARE_CLASS( CWeaponDODBaseMelee, CWeaponDODBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CWeaponDODBaseMelee();
virtual void Spawn();
virtual void PrimaryAttack();
virtual void WeaponIdle();
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
virtual bool ShouldDrawCrosshair( void ) { return false; }
virtual bool HasPrimaryAmmo() { return true; }
virtual bool CanBeSelected() { return true; }
virtual CBaseEntity *MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay );
//virtual const char *GetSecondaryDeathNoticeName( void ) { return "stab"; }
public:
CDODWeaponInfo *m_pWeaponInfo;
private:
CWeaponDODBaseMelee( const CWeaponDODBaseMelee & ) {}
};
#endif // WEAPON_DODBASE_MELEE_H
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