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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "hl1_basecombatweapon_shared.h"
#ifndef BASEHL1MPCOMBATWEAPON_SHARED_H
#define BASEHL1MPCOMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBaseHL1MPCombatWeapon C_BaseHL1MPCombatWeapon
#endif
class CBaseHL1MPCombatWeapon : public CBaseHL1CombatWeapon
{
DECLARE_CLASS( CBaseHL1MPCombatWeapon, CBaseHL1CombatWeapon );
public :
CBaseHL1MPCombatWeapon();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
public :
void EjectShell( CBaseEntity *pPlayer, int iType );
CBasePlayer* GetPlayerOwner() const;
virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
#ifdef CLIENT_DLL
void OnDataChanged( DataUpdateType_t type );
bool ShouldPredict();
void ApplyBoneMatrixTransform( matrix3x4_t& transform );
#endif
bool IsPredicted() const;
};
#endif // #ifndef BASEHL1MPCOMBATWEAPON_SHARED_H
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