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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_TFC_CROWBAR_H
#define WEAPON_TFC_CROWBAR_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_tfcbase.h"
#if defined( CLIENT_DLL )
#define CTFCCrowbar C_TFCCrowbar
#endif
// ----------------------------------------------------------------------------- //
// CTFCCrowbar class definition.
// ----------------------------------------------------------------------------- //
class CTFCCrowbar : public CWeaponTFCBase
{
public:
DECLARE_CLASS( CTFCCrowbar, CWeaponTFCBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CTFCCrowbar();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo();
virtual bool CanBeSelected();
virtual void ItemPostFrame();
virtual void Precache();
void Spawn();
void Smack();
void PrimaryAttack();
bool Deploy();
void Holster( int skiplocal = 0 );
bool CanDrop();
void WeaponIdle();
virtual TFCWeaponID GetWeaponID( void ) const;
// Overrideables.
public:
#ifdef GAME_DLL
// This is called first to determine if the axe should apply damage to the entity.
virtual void AxeHit(
CBaseEntity *pHit,
bool bFirstSwing,
trace_t &tr,
float *flDamage,
bool *bDoEffects
);
#endif
public:
trace_t m_trHit;
EHANDLE m_pTraceHitEnt;
float m_flStoredPrimaryAttack;
private:
CTFCCrowbar( const CTFCCrowbar & ) {}
};
#endif // WEAPON_TFC_CROWBAR_H
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