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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/shared/hl2mp/weapon_slam.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/shared/hl2mp/weapon_slam.h')
| -rw-r--r-- | sp/src/game/shared/hl2mp/weapon_slam.h | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/sp/src/game/shared/hl2mp/weapon_slam.h b/sp/src/game/shared/hl2mp/weapon_slam.h new file mode 100644 index 00000000..cbf5b8be --- /dev/null +++ b/sp/src/game/shared/hl2mp/weapon_slam.h @@ -0,0 +1,91 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: SLAM
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPONSLAM_H
+#define WEAPONSLAM_H
+
+#include "basegrenade_shared.h"
+#include "weapon_hl2mpbasehlmpcombatweapon.h"
+
+enum
+{
+ SLAM_TRIPMINE_READY,
+ SLAM_SATCHEL_THROW,
+ SLAM_SATCHEL_ATTACH,
+};
+
+#ifdef CLIENT_DLL
+#define CWeapon_SLAM C_Weapon_SLAM
+#endif
+
+class CWeapon_SLAM : public CBaseHL2MPCombatWeapon
+{
+public:
+ DECLARE_CLASS( CWeapon_SLAM, CBaseHL2MPCombatWeapon );
+
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CNetworkVar( int, m_tSlamState );
+ CNetworkVar( bool, m_bDetonatorArmed );
+ CNetworkVar( bool, m_bNeedDetonatorDraw);
+ CNetworkVar( bool, m_bNeedDetonatorHolster);
+ CNetworkVar( bool, m_bNeedReload);
+ CNetworkVar( bool, m_bClearReload);
+ CNetworkVar( bool, m_bThrowSatchel);
+ CNetworkVar( bool, m_bAttachSatchel);
+ CNetworkVar( bool, m_bAttachTripmine);
+ float m_flWallSwitchTime;
+
+ void Spawn( void );
+ void Precache( void );
+
+ void PrimaryAttack( void );
+ void SecondaryAttack( void );
+ void WeaponIdle( void );
+ void Weapon_Switch( void );
+ void SLAMThink( void );
+
+ void SetPickupTouch( void );
+ void SlamTouch( CBaseEntity *pOther ); // default weapon touch
+ void ItemPostFrame( void );
+ bool Reload( void );
+ void SetSlamState( int newState );
+ bool CanAttachSLAM(void); // In position where can attach SLAM?
+ bool AnyUndetonatedCharges(void);
+ void StartTripmineAttach( void );
+ void TripmineAttach( void );
+
+ void StartSatchelDetonate( void );
+ void SatchelDetonate( void );
+ void StartSatchelThrow( void );
+ void StartSatchelAttach( void );
+ void SatchelThrow( void );
+ void SatchelAttach( void );
+ bool Deploy( void );
+ bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+
+
+ CWeapon_SLAM();
+
+#ifndef CLIENT_DLL
+ DECLARE_ACTTABLE();
+ DECLARE_DATADESC();
+#endif
+
+private:
+ CWeapon_SLAM( const CWeapon_SLAM & );
+};
+
+
+#endif //WEAPONSLAM_H
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