//========= 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