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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_PARACHUTE_H
#define TF_WEAPON_PARACHUTE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_buff_item.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFParachute C_TFParachute
#define CTFParachute_Primary C_TFParachute_Primary
#define CTFParachute_Secondary C_TFParachute_Secondary
#endif
//=============================================================================
//
// Parachute
//
class CTFParachute : public CTFBuffItem
{
public:
DECLARE_CLASS( CTFParachute, CTFBuffItem );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFParachute();
virtual int GetWeaponID( void ) const { return TF_WEAPON_PARACHUTE; }
virtual bool VisibleInWeaponSelection( void ) { return false; }
virtual bool CanBeSelected( void ) { return false; }
virtual bool CanDeploy( void ) { return false; }
virtual void CreateBanner();
#ifdef CLIENT_DLL
virtual void ClientThink( void );
void ParachuteAnimThink( void );
#endif // CLIENT_DLL
private:
#ifdef CLIENT_DLL
int m_iParachuteAnimState;
float m_flParachuteToIdleTime;
#endif // CLIENT_DLL
};
//=============================================================================
// Parachute Primary (demo)
class CTFParachute_Primary : public CTFParachute
{
public:
DECLARE_CLASS( CTFParachute_Primary, CTFParachute );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
};
//=============================================================================
// Parachute Secondary (soldier)
class CTFParachute_Secondary : public CTFParachute
{
public:
DECLARE_CLASS( CTFParachute_Secondary, CTFParachute );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
};
#endif // TF_WEAPON_BUFF_ITEM_H
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