//========= Copyright Valve Corporation, All rights reserved. ============// // // //============================================================================= #ifndef TF_WEAPON_DECOY_H #define TF_WEAPON_DECOY_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_gun.h" #include "tf_weapon_jar.h" // Client specific. #ifdef CLIENT_DLL #define CTFDecoy C_TFDecoy #endif //============================================================================= // // Spy Decoy weapon. // class CTFDecoy : public CTFJar { public: DECLARE_CLASS( CTFDecoy, CTFJar ); DECLARE_NETWORKCLASS(); /* // Server specific. #ifdef GAME_DLL DECLARE_DATADESC(); #endif */ CTFDecoy(); ~CTFDecoy() {} virtual int GetWeaponID( void ) const { return TF_WEAPON_LIFELINE; } // TODO: Need real weapon ID virtual void PrimaryAttack( void ); virtual bool ShouldDrawCrosshair( void ) { return false; } virtual bool HasPrimaryAmmo() { return true; } virtual bool CanBeSelected() { return true; } private: CTFDecoy( const CTFDecoy & ) {} }; #endif // TF_WEAPON_DECOY_H