//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef WEAPON_DODBASE_MELEE_H #define WEAPON_DODBASE_MELEE_H #ifdef _WIN32 #pragma once #endif #include "weapon_dodbase.h" #if defined( CLIENT_DLL ) #define CWeaponDODBaseMelee C_WeaponDODBaseMelee #endif // ----------------------------------------------------------------------------- // // class definition. // ----------------------------------------------------------------------------- // class CWeaponDODBaseMelee : public CWeaponDODBase { public: DECLARE_CLASS( CWeaponDODBaseMelee, CWeaponDODBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #ifndef CLIENT_DLL DECLARE_DATADESC(); #endif CWeaponDODBaseMelee(); virtual void Spawn(); virtual void PrimaryAttack(); virtual void WeaponIdle(); virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; } virtual bool ShouldDrawCrosshair( void ) { return false; } virtual bool HasPrimaryAmmo() { return true; } virtual bool CanBeSelected() { return true; } virtual CBaseEntity *MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay ); //virtual const char *GetSecondaryDeathNoticeName( void ) { return "stab"; } public: CDODWeaponInfo *m_pWeaponInfo; private: CWeaponDODBaseMelee( const CWeaponDODBaseMelee & ) {} }; #endif // WEAPON_DODBASE_MELEE_H