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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "basecombatweapon_shared.h"
#ifndef BASEHLCOMBATWEAPON_SHARED_H
#define BASEHLCOMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBaseHL1CombatWeapon C_BaseHL1CombatWeapon
#endif
class CBaseHL1CombatWeapon : public CBaseCombatWeapon
{
DECLARE_CLASS( CBaseHL1CombatWeapon, CBaseCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
public:
void Spawn( void );
public:
// Server Only Methods
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
virtual void Precache();
void FallInit( void ); // prepare to fall to the ground
virtual void FallThink( void ); // make the weapon fall to the ground after spawning
void EjectShell( CBaseEntity *pPlayer, int iType );
Vector GetSoundEmissionOrigin() const;
#else
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
virtual float CalcViewmodelBob( void );
#endif
};
#endif // BASEHLCOMBATWEAPON_SHARED_H
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