blob: cead9d27edf049ed800c54305d4a275cd7b7e4e0 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_TFC_MINIGUN_H
#define WEAPON_TFC_MINIGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_tfcbase.h"
#if defined( CLIENT_DLL )
#define CTFCMinigun C_TFCMinigun
#endif
enum MinigunState_t
{
// assault cannon firing states
AC_STATE_IDLE=0,
AC_STATE_STARTFIRING,
AC_STATE_FIRING,
AC_STATE_SPINNING
};
// ----------------------------------------------------------------------------- //
// CTFCMinigun class definition.
// ----------------------------------------------------------------------------- //
class CTFCMinigun : public CWeaponTFCBase
{
public:
DECLARE_CLASS( CTFCMinigun, CWeaponTFCBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CTFCMinigun();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo();
virtual bool CanBeSelected();
virtual void Precache();
virtual void PrimaryAttack();
virtual void WeaponIdle();
virtual bool Deploy();
virtual bool SendWeaponAnim( int iActivity );
virtual void HandleFireOnEmpty();
virtual TFCWeaponID GetWeaponID( void ) const;
// Overrideables.
public:
private:
CTFCMinigun( const CTFCMinigun & ) {}
void WindUp();
void Spin();
void Fire();
void StartSpin();
void WindDown( bool bFromHolster );
private:
MinigunState_t m_iWeaponState;
};
#endif // WEAPON_TFC_MINIGUN_H
|