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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_SHIELD_H
#define WEAPON_SHIELD_H
#ifdef _WIN32
#pragma once
#endif
//#include "tf_player.h"
#include "basetfcombatweapon_shared.h"
#include "tf_shieldshared.h"
#if defined( CLIENT_DLL )
#define CWeaponShield C_WeaponShield
#define CShield C_Shield
#endif
class CShield;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWeaponShield : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponShield, CBaseTFCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponShield();
virtual void UpdateOnRemove( void );
// Firing
virtual void ItemPostFrame( void );
virtual float GetFireRate( void );
virtual float GetDamage( float flDistance, int iLocation );
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual void WeaponIdle( void );
virtual bool VisibleInWeaponSelection( void ) { return false; }
// 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:
CWeaponShield( const CWeaponShield & );
// Lock the projected shield
void SetShieldPositionLocked( bool bLocked );
// Input
void PrimaryAttack( void );
private:
// Data
CNetworkVar( CHandle<CShield>, m_hDeployedShield );
bool m_bShieldPositionLocked;
bool m_bIsDeployed;
};
#endif // WEAPON_SHIELD_H
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