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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "shake.h"
#include "weapon_dodfullauto.h"
#if defined( CLIENT_DLL )
#define CDODBipodWeapon C_DODBipodWeapon
#endif
class CDODBipodWeapon : public CDODFullAutoWeapon
{
public:
DECLARE_CLASS( CDODBipodWeapon, CDODFullAutoWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CDODBipodWeapon();
virtual void Spawn();
virtual void Precache();
virtual void Drop( const Vector &vecVelocity );
virtual void SecondaryAttack( void );
virtual bool Reload( void );
virtual float GetWeaponAccuracy( float flPlayerSpeed );
virtual Activity GetUndeployActivity( void );
virtual Activity GetDeployActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetReloadActivity( void );
virtual Activity GetIdleActivity( void );
virtual bool CanDrop( void );
virtual bool CanHolster( void );
inline void SetDeployed( bool bDeployed );
inline bool IsDeployed( void ) { return m_bDeployed; }
virtual void ItemBusyFrame( void );
virtual void ItemPostFrame( void );
void BipodThink( void );
bool AttemptToDeploy( void );
bool CheckDeployEnt( void );
bool TestDeploy( float *flDeployedHeight, CBaseEntity **pDeployedOn, float *flYawLimitLeft = NULL, float *flYawLimitRight = NULL );
bool TestDeployAngle( CDODPlayer *pPlayer, float *flDeployedHeight, CBaseEntity **pDeployedOn, QAngle angles );
bool FindYawLimits( float *flLeftLimit, float *flRightLimit );
virtual void DoFireEffects();
void DeployBipod( float flHeight, CBaseEntity *pDeployedOn, float flYawLimitLeft, float flYawLimitRight );
void UndeployBipod( void );
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
#ifdef CLIENT_DLL
virtual int GetWorldModelIndex( void );
virtual void CheckForAltWeapon( int iCurrentState );
virtual void OverrideMouseInput( float *x, float *y );
#endif
private:
CDODBipodWeapon( const CDODBipodWeapon & );
CNetworkVar( bool, m_bDeployed );
CNetworkVar( int, m_iDeployedModelIndex );
CNetworkVar( int, m_iDeployedReloadModelIndex );
CNetworkVar( int, m_iProneDeployedReloadModelIndex );
int m_iCurrentWorldModel;
EHANDLE m_hDeployedOnEnt;
float m_flDeployedHeight;
float m_flNextDeployCheckTime;
Vector m_DeployedEntOrigin;
bool m_bDuckedWhenDeployed;
#ifdef CLIENT_DLL
bool m_bUseDeployedReload;
#endif
};
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