//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "basecombatweapon_shared.h" #ifndef BASEHLCOMBATWEAPON_SHARED_H #define BASEHLCOMBATWEAPON_SHARED_H #ifdef _WIN32 #pragma once #endif #if defined( CLIENT_DLL ) #define CBaseHL1CombatWeapon C_BaseHL1CombatWeapon #endif class CBaseHL1CombatWeapon : public CBaseCombatWeapon { DECLARE_CLASS( CBaseHL1CombatWeapon, CBaseCombatWeapon ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); public: void Spawn( void ); public: // Server Only Methods #if !defined( CLIENT_DLL ) DECLARE_DATADESC(); virtual void Precache(); void FallInit( void ); // prepare to fall to the ground virtual void FallThink( void ); // make the weapon fall to the ground after spawning void EjectShell( CBaseEntity *pPlayer, int iType ); Vector GetSoundEmissionOrigin() const; #else virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ); virtual float CalcViewmodelBob( void ); #endif }; #endif // BASEHLCOMBATWEAPON_SHARED_H