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-rw-r--r--mp/src/game/shared/sdk/weapon_sdkbase.h170
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