diff options
Diffstat (limited to 'mp/src/game/shared/sdk/weapon_sdkbase.h')
| -rw-r--r-- | mp/src/game/shared/sdk/weapon_sdkbase.h | 170 |
1 files changed, 85 insertions, 85 deletions
diff --git a/mp/src/game/shared/sdk/weapon_sdkbase.h b/mp/src/game/shared/sdk/weapon_sdkbase.h index 036e3cdd..b91ff881 100644 --- a/mp/src/game/shared/sdk/weapon_sdkbase.h +++ b/mp/src/game/shared/sdk/weapon_sdkbase.h @@ -1,85 +1,85 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef WEAPON_SDKBASE_H
-#define WEAPON_SDKBASE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "sdk_playeranimstate.h"
-#include "sdk_weapon_parse.h"
-
-#if defined( CLIENT_DLL )
- #define CWeaponSDKBase C_WeaponSDKBase
-#endif
-
-class CSDKPlayer;
-
-// These are the names of the ammo types that the weapon script files reference.
-#define AMMO_BULLETS "AMMO_BULLETS"
-#define AMMO_ROCKETS "AMMO_ROCKETS"
-#define AMMO_GRENADE "AMMO_GRENADE"
-
-//--------------------------------------------------------------------------------------------------------
-//
-// Weapon IDs for all SDK Game weapons
-//
-typedef enum
-{
- WEAPON_NONE = 0,
-
- WEAPON_MP5,
- WEAPON_SHOTGUN,
- WEAPON_GRENADE,
-
- WEAPON_MAX, // number of weapons weapon index
-} SDKWeaponID;
-
-typedef enum
-{
- Primary_Mode = 0,
- Secondary_Mode,
-} SDKWeaponMode;
-
-const char *WeaponIDToAlias( int id );
-
-class CWeaponSDKBase : public CBaseCombatWeapon
-{
-public:
- DECLARE_CLASS( CWeaponSDKBase, CBaseCombatWeapon );
- DECLARE_NETWORKCLASS();
- DECLARE_PREDICTABLE();
-
- CWeaponSDKBase();
-
- #ifdef GAME_DLL
- DECLARE_DATADESC();
- #endif
-
- // All predicted weapons need to implement and return true
- virtual bool IsPredicted() const { return true; }
- virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
-
- // Get SDK weapon specific weapon data.
- CSDKWeaponInfo const &GetSDKWpnData() const;
-
- // Get a pointer to the player that owns this weapon
- CSDKPlayer* GetPlayerOwner() const;
-
- // override to play custom empty sounds
- virtual bool PlayEmptySound();
-
-#ifdef GAME_DLL
- virtual void SendReloadEvents();
-#endif
-
-private:
- CWeaponSDKBase( const CWeaponSDKBase & );
-};
-
-
-#endif // WEAPON_SDKBASE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef WEAPON_SDKBASE_H +#define WEAPON_SDKBASE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "sdk_playeranimstate.h" +#include "sdk_weapon_parse.h" + +#if defined( CLIENT_DLL ) + #define CWeaponSDKBase C_WeaponSDKBase +#endif + +class CSDKPlayer; + +// These are the names of the ammo types that the weapon script files reference. +#define AMMO_BULLETS "AMMO_BULLETS" +#define AMMO_ROCKETS "AMMO_ROCKETS" +#define AMMO_GRENADE "AMMO_GRENADE" + +//-------------------------------------------------------------------------------------------------------- +// +// Weapon IDs for all SDK Game weapons +// +typedef enum +{ + WEAPON_NONE = 0, + + WEAPON_MP5, + WEAPON_SHOTGUN, + WEAPON_GRENADE, + + WEAPON_MAX, // number of weapons weapon index +} SDKWeaponID; + +typedef enum +{ + Primary_Mode = 0, + Secondary_Mode, +} SDKWeaponMode; + +const char *WeaponIDToAlias( int id ); + +class CWeaponSDKBase : public CBaseCombatWeapon +{ +public: + DECLARE_CLASS( CWeaponSDKBase, CBaseCombatWeapon ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponSDKBase(); + + #ifdef GAME_DLL + DECLARE_DATADESC(); + #endif + + // All predicted weapons need to implement and return true + virtual bool IsPredicted() const { return true; } + virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_NONE; } + + // Get SDK weapon specific weapon data. + CSDKWeaponInfo const &GetSDKWpnData() const; + + // Get a pointer to the player that owns this weapon + CSDKPlayer* GetPlayerOwner() const; + + // override to play custom empty sounds + virtual bool PlayEmptySound(); + +#ifdef GAME_DLL + virtual void SendReloadEvents(); +#endif + +private: + CWeaponSDKBase( const CWeaponSDKBase & ); +}; + + +#endif // WEAPON_SDKBASE_H |