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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_FISTS_H
#define TF_WEAPON_FISTS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#ifdef CLIENT_DLL
#define CTFFists C_TFFists
#endif
enum fisttypes_t
{
FISTTYPE_BASE = 0,
FISTTYPE_RADIAL_BUFF,
FISTTYPE_GRU,
};
//=============================================================================
//
// Fists weapon class.
//
class CTFFists : public CTFWeaponBaseMelee
{
public:
DECLARE_CLASS( CTFFists, CTFWeaponBaseMelee );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFFists() {}
virtual int GetWeaponID( void ) const { return TF_WEAPON_FISTS; }
virtual void ItemPreFrame();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
virtual void DoViewModelAnimation( void );
virtual bool HideWhileStunned( void ) { return false; }
void Punch( void );
#ifdef GAME_DLL
virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info );
#endif
virtual bool AllowTaunts( void );
int GetFistType( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
virtual void SetWeaponVisible( bool visible ){} // intentionally never hiding the fists
private:
CTFFists( const CTFFists & ) {}
};
#endif // TF_WEAPON_FISTS_H
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