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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon that throws things from the hand
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_BRICKBAT_H
#define WEAPON_BRICKBAT_H
#ifdef _WIN32
#pragma once
#endif
#include "basehlcombatweapon.h"
enum BrickbatAmmo_t
{
BRICKBAT_ROCK = 0,
BRICKBAT_BOTTLE,
NUM_BRICKBAT_AMMO_TYPES
};
class CGrenade_Brickbat;
class CWeaponBrickbat : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CWeaponBrickbat, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
public:
int m_iCurrentAmmoType;
void Precache( void );
void Spawn( void );
bool Deploy( void );
virtual const char *GetViewModel( int viewmodelindex =0 );
virtual const char *GetWorldModel( void );
void DrawAmmo( void );
virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
void SetPickupTouch( void );
void BrickbatTouch( CBaseEntity *pOther ); // default weapon touch
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
bool ObjectInWay( void );
void ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage);
void ItemPostFrame( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void Throw( void );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
DECLARE_DATADESC();
DECLARE_ACTTABLE();
CWeaponBrickbat(void);
private:
bool m_bNeedDraw;
bool m_bNeedThrow;
int m_iThrowBits; // Save the current throw bits state
float m_fNextThrowCheck; // When to check throw ability next
Vector m_vecTossVelocity;
int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do I own?
};
#endif //WEAPON_BRICKBAT_H
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