aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/shared/hl2mp/weapon_slam.h
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/game/shared/hl2mp/weapon_slam.h')
-rw-r--r--mp/src/game/shared/hl2mp/weapon_slam.h182
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