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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef HL2MP_WEAPON_CROWBAR_H
#define HL2MP_WEAPON_CROWBAR_H
#pragma once
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "weapon_hl2mpbasebasebludgeon.h"
#ifdef CLIENT_DLL
#define CWeaponCrowbar C_WeaponCrowbar
#endif
//-----------------------------------------------------------------------------
// CWeaponCrowbar
//-----------------------------------------------------------------------------
class CWeaponCrowbar : public CBaseHL2MPBludgeonWeapon
{
public:
DECLARE_CLASS( CWeaponCrowbar, CBaseHL2MPBludgeonWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
CWeaponCrowbar();
float GetRange( void );
float GetFireRate( void );
void AddViewKick( void );
float GetDamageForActivity( Activity hitActivity );
void SecondaryAttack( void ) { return; }
void Drop( const Vector &vecVelocity );
// Animation event
#ifndef CLIENT_DLL
virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
void HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
int WeaponMeleeAttack1Condition( float flDot, float flDist );
#endif
CWeaponCrowbar( const CWeaponCrowbar & );
private:
};
#endif // HL2MP_WEAPON_CROWBAR_H
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