//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef TF_WEAPON_ROCKETPACK_H #define TF_WEAPON_ROCKETPACK_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_melee.h" #include "tf_shareddefs.h" #include "tf_viewmodel.h" #ifdef CLIENT_DLL #define CTFRocketPack C_TFRocketPack #endif class CTFRocketPack : public CTFWeaponBaseMelee { public: DECLARE_CLASS( CTFRocketPack, CTFWeaponBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CTFRocketPack(); virtual void PreCache( void ); virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETPACK; } virtual void PrimaryAttack( void ); virtual bool Deploy( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); #ifdef GAME_DLL bool CanFire( void ); #endif // GAME_DLL virtual float InternalGetEffectBarRechargeTime( void ) { return 5.0; } virtual int GetEffectBarAmmo( void ) { return TF_AMMO_GRENADES1; } float GetProgress( void ) { return GetEffectBarProgress(); } const char* GetEffectLabelText( void ) { return "FUEL"; } float GetEffectMeterTime( void ); private: CTFRocketPack( const CTFRocketPack & ) {} float m_flRefireTime; }; #endif // TF_WEAPON_ROCKETPACK_H