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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_OBJECTSELECTION_H
#define WEAPON_OBJECTSELECTION_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CWeaponObjectSelection C_WeaponObjectSelection
#endif
//-----------------------------------------------------------------------------
// Purpose: This is a 'weapon' that's used to put objects into the client's weapon selection
//-----------------------------------------------------------------------------
class CWeaponObjectSelection : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponObjectSelection, CBaseTFCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponObjectSelection();
#if defined( CLIENT_DLL )
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
#endif
// Overridden to handle objects
virtual bool CanDeploy( void );
virtual bool HasAmmo( void );
virtual int GetSubType( void );
virtual int GetSlot( void ) const;
virtual int GetPosition( void ) const;
virtual const char *GetPrintName( void ) const;
#ifdef CLIENT_DLL
virtual CHudTexture const *GetSpriteActive( void ) const;
virtual CHudTexture const *GetSpriteInactive( void ) const;
#endif
// Set this selection's object type
void SetType( int iType );
void SetupObjectSelectionSprite( void );
virtual bool SupportsTwoHanded( void ) { return true; };
protected:
CNetworkVar( int, m_iObjectType );
int m_iOldObjectType;
#ifdef CLIENT_DLL
CHudTexture *m_pSelectionTexture;
bool m_bNeedSpriteSetup;
vgui::HFont m_hNumberFont;
#endif
private:
CWeaponObjectSelection( const CWeaponObjectSelection & );
};
#endif // WEAPON_OBJECTSELECTION_H
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