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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_DECOY_H
#define TF_WEAPON_DECOY_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_jar.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFDecoy C_TFDecoy
#endif
//=============================================================================
//
// Spy Decoy weapon.
//
class CTFDecoy : public CTFJar
{
public:
DECLARE_CLASS( CTFDecoy, CTFJar );
DECLARE_NETWORKCLASS();
/*
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
*/
CTFDecoy();
~CTFDecoy() {}
virtual int GetWeaponID( void ) const { return TF_WEAPON_LIFELINE; } // TODO: Need real weapon ID
virtual void PrimaryAttack( void );
virtual bool ShouldDrawCrosshair( void ) { return false; }
virtual bool HasPrimaryAmmo() { return true; }
virtual bool CanBeSelected() { return true; }
private:
CTFDecoy( const CTFDecoy & ) {}
};
#endif // TF_WEAPON_DECOY_H
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