hl2_src-leak-2017/src/game/shared/tf/tf_weapon_pistol.h

104 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_PISTOL_H
#define TF_WEAPON_PISTOL_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_shotgun.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFPistol C_TFPistol
#define CTFPistol_Scout C_TFPistol_Scout
#define CTFPistol_ScoutPrimary C_TFPistol_ScoutPrimary
#define CTFPistol_ScoutSecondary C_TFPistol_ScoutSecondary
#endif
// We allow the pistol to fire as fast as the player can click.
// This is the minimum time between shots.
#define PISTOL_FASTEST_REFIRE_TIME 0.1f
// The faster the player fires, the more inaccurate he becomes
#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum time penalty we'll allow
//=============================================================================
//
// TF Weapon Pistol.
//
class CTFPistol : public CTFWeaponBaseGun
{
public:
DECLARE_CLASS( CTFPistol, CTFWeaponBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
CTFPistol() {}
~CTFPistol() {}
virtual int GetWeaponID( void ) const { return TF_WEAPON_PISTOL; }
private:
CTFPistol( const CTFPistol & ) {}
};
// Scout specific version
class CTFPistol_Scout : public CTFPistol
{
public:
DECLARE_CLASS( CTFPistol_Scout, CTFPistol );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_PISTOL_SCOUT; }
};
class CTFPistol_ScoutPrimary : public CTFPistol_Scout
{
public:
DECLARE_CLASS( CTFPistol_ScoutPrimary, CTFPistol_Scout );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFPistol_ScoutPrimary();
virtual int GetViewModelWeaponRole() { return TF_WPN_TYPE_SECONDARY; }
virtual int GetWeaponID( void ) const { return TF_WEAPON_HANDGUN_SCOUT_PRIMARY; }
virtual void PlayWeaponShootSound( void );
virtual void SecondaryAttack( void );
virtual void ItemPostFrame();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void Precache( void );
void Push( void );
private:
float m_flPushTime;
};
class CTFPistol_ScoutSecondary : public CTFPistol_Scout
{
public:
DECLARE_CLASS( CTFPistol_ScoutSecondary, CTFPistol_Scout );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetViewModelWeaponRole() { return TF_WPN_TYPE_SECONDARY; }
virtual int GetWeaponID( void ) const { return TF_WEAPON_HANDGUN_SCOUT_SECONDARY; }
virtual int GetDamageType( void ) const;
};
#endif // TF_WEAPON_PISTOL_H