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-rw-r--r--mp/src/game/server/hl2/weapon_brickbat.h164
1 files changed, 82 insertions, 82 deletions
diff --git a/mp/src/game/server/hl2/weapon_brickbat.h b/mp/src/game/server/hl2/weapon_brickbat.h
index 0a793803..ec4d827e 100644
--- a/mp/src/game/server/hl2/weapon_brickbat.h
+++ b/mp/src/game/server/hl2/weapon_brickbat.h
@@ -1,82 +1,82 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Weapon that throws things from the hand
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef WEAPON_BRICKBAT_H
-#define WEAPON_BRICKBAT_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "basehlcombatweapon.h"
-
-enum BrickbatAmmo_t
-{
- BRICKBAT_ROCK = 0,
- BRICKBAT_BOTTLE,
-
- NUM_BRICKBAT_AMMO_TYPES
-};
-
-class CGrenade_Brickbat;
-
-class CWeaponBrickbat : public CBaseHLCombatWeapon
-{
-public:
- DECLARE_CLASS( CWeaponBrickbat, CBaseHLCombatWeapon );
-
- DECLARE_SERVERCLASS();
-
-public:
- int m_iCurrentAmmoType;
-
- void Precache( void );
- void Spawn( void );
- bool Deploy( void );
-
- virtual const char *GetViewModel( int viewmodelindex =0 );
- virtual const char *GetWorldModel( void );
-
- void DrawAmmo( void );
-
- virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
- virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
-
- void SetPickupTouch( void );
- void BrickbatTouch( CBaseEntity *pOther ); // default weapon touch
- void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
- int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
-
- bool ObjectInWay( void );
-
- void ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage);
- void ItemPostFrame( void );
- void PrimaryAttack( void );
- void SecondaryAttack( void );
- void Throw( void );
-
- void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
-
- DECLARE_DATADESC();
- DECLARE_ACTTABLE();
-
- CWeaponBrickbat(void);
-
-private:
- bool m_bNeedDraw;
- bool m_bNeedThrow;
- int m_iThrowBits; // Save the current throw bits state
- float m_fNextThrowCheck; // When to check throw ability next
- Vector m_vecTossVelocity;
-
- int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do I own?
-};
-
-#endif //WEAPON_BRICKBAT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Weapon that throws things from the hand
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPON_BRICKBAT_H
+#define WEAPON_BRICKBAT_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "basehlcombatweapon.h"
+
+enum BrickbatAmmo_t
+{
+ BRICKBAT_ROCK = 0,
+ BRICKBAT_BOTTLE,
+
+ NUM_BRICKBAT_AMMO_TYPES
+};
+
+class CGrenade_Brickbat;
+
+class CWeaponBrickbat : public CBaseHLCombatWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponBrickbat, CBaseHLCombatWeapon );
+
+ DECLARE_SERVERCLASS();
+
+public:
+ int m_iCurrentAmmoType;
+
+ void Precache( void );
+ void Spawn( void );
+ bool Deploy( void );
+
+ virtual const char *GetViewModel( int viewmodelindex =0 );
+ virtual const char *GetWorldModel( void );
+
+ void DrawAmmo( void );
+
+ virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
+ virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
+
+ void SetPickupTouch( void );
+ void BrickbatTouch( CBaseEntity *pOther ); // default weapon touch
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
+ int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
+
+ bool ObjectInWay( void );
+
+ void ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage);
+ void ItemPostFrame( void );
+ void PrimaryAttack( void );
+ void SecondaryAttack( void );
+ void Throw( void );
+
+ void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
+
+ DECLARE_DATADESC();
+ DECLARE_ACTTABLE();
+
+ CWeaponBrickbat(void);
+
+private:
+ bool m_bNeedDraw;
+ bool m_bNeedThrow;
+ int m_iThrowBits; // Save the current throw bits state
+ float m_fNextThrowCheck; // When to check throw ability next
+ Vector m_vecTossVelocity;
+
+ int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do I own?
+};
+
+#endif //WEAPON_BRICKBAT_H