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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_ROCKETPACK_H
#define TF_WEAPON_ROCKETPACK_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#include "tf_shareddefs.h"
#include "tf_viewmodel.h"
#ifdef CLIENT_DLL
#define CTFRocketPack C_TFRocketPack
#endif
class CTFRocketPack : public CTFWeaponBaseMelee
{
public:
DECLARE_CLASS( CTFRocketPack, CTFWeaponBaseMelee );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFRocketPack();
virtual void PreCache( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETPACK; }
virtual void PrimaryAttack( void );
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
#ifdef GAME_DLL
bool CanFire( void );
#endif // GAME_DLL
virtual float InternalGetEffectBarRechargeTime( void ) { return 5.0; }
virtual int GetEffectBarAmmo( void ) { return TF_AMMO_GRENADES1; }
float GetProgress( void ) { return GetEffectBarProgress(); }
const char* GetEffectLabelText( void ) { return "FUEL"; }
float GetEffectMeterTime( void );
private:
CTFRocketPack( const CTFRocketPack & ) {}
float m_flRefireTime;
};
#endif // TF_WEAPON_ROCKETPACK_H
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