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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: SLAM
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONSLAM_H
#define WEAPONSLAM_H
#ifndef HL2MP
#include "basegrenade_shared.h"
#include "basehlcombatweapon.h"
enum SlamState_t
{
SLAM_TRIPMINE_READY,
SLAM_SATCHEL_THROW,
SLAM_SATCHEL_ATTACH,
};
class CWeapon_SLAM : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CWeapon_SLAM, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
SlamState_t m_tSlamState;
bool m_bDetonatorArmed;
bool m_bNeedDetonatorDraw;
bool m_bNeedDetonatorHolster;
bool m_bNeedReload;
bool m_bClearReload;
bool m_bThrowSatchel;
bool m_bAttachSatchel;
bool m_bAttachTripmine;
float m_flWallSwitchTime;
void Spawn( void );
void Precache( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void WeaponSwitch( void );
void SLAMThink( void );
void SetPickupTouch( void );
void SlamTouch( CBaseEntity *pOther ); // default weapon touch
void ItemPostFrame( void );
bool Reload( void );
void SetSlamState( SlamState_t 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();
DECLARE_ACTTABLE();
DECLARE_DATADESC();
};
#endif //HL2MP
#endif //WEAPONSLAM_H
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