diff options
Diffstat (limited to 'mp/src/game/shared/hl2mp/weapon_slam.h')
| -rw-r--r-- | mp/src/game/shared/hl2mp/weapon_slam.h | 182 |
1 files changed, 91 insertions, 91 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_slam.h b/mp/src/game/shared/hl2mp/weapon_slam.h index cbf5b8be..0b59bed7 100644 --- a/mp/src/game/shared/hl2mp/weapon_slam.h +++ b/mp/src/game/shared/hl2mp/weapon_slam.h @@ -1,91 +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
+//========= 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 |