diff options
Diffstat (limited to 'mp/src/game/server/hl2/weapon_brickbat.h')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_brickbat.h | 164 |
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 |