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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base code for any melee based weapon
//
//=====================================================================================//
#ifndef SDK_WEAPON_MELEE_H
#define SDK_WEAPON_MELEE_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CWeaponSDKMelee C_WeaponSDKMelee
#endif
//=========================================================
// CBaseHLBludgeonWeapon
//=========================================================
class CWeaponSDKMelee : public CWeaponSDKBase
{
DECLARE_CLASS( CWeaponSDKMelee, CWeaponSDKBase );
public:
CWeaponSDKMelee();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual void Spawn( void );
virtual void Precache( void );
//Attack functions
virtual void PrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual void ItemPostFrame( void );
//Functions to select animation sequences
virtual Activity GetPrimaryAttackActivity( void ) { return ACT_VM_HITCENTER; }
virtual Activity GetSecondaryAttackActivity( void ) { return ACT_VM_HITCENTER2; }
virtual float GetRange( void ) { return 32.0f; }
virtual float GetDamageForActivity( Activity hitActivity ) { return GetSDKWpnData().m_iDamage; }
CWeaponSDKMelee( const CWeaponSDKMelee & );
protected:
virtual void ImpactEffect( trace_t &trace );
private:
bool ImpactWater( const Vector &start, const Vector &end );
void Swing( int bIsSecondary );
void Hit( trace_t &traceHit, Activity nHitActivity );
Activity ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CSDKPlayer *pOwner );
};
#endif // SDK_WEAPON_MELEE_H
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