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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_COMBAT_USEDWITHSHIELDBASE_H
#define WEAPON_COMBAT_USEDWITHSHIELDBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "basetfcombatweapon_shared.h"
class CBasePlayer;
#if defined( CLIENT_DLL )
#define CWeaponCombatUsedWithShieldBase C_WeaponCombatUsedWithShieldBase
#endif
class CWeaponCombatUsedWithShieldBase : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponCombatUsedWithShieldBase, CBaseTFCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatUsedWithShieldBase( void ) {}
virtual bool CanDeploy( void );
virtual int UpdateClientData( CBasePlayer *pPlayer );
virtual bool SupportsTwoHanded( void ) { return true; };
void AllowShieldPostFrame( bool allow );
virtual int GetShieldState( void );
/*
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
*/
private:
CWeaponCombatUsedWithShieldBase( const CWeaponCombatUsedWithShieldBase & );
};
#endif // WEAPON_COMBAT_USEDWITHSHIELDBASE_H
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