Files
hl2_src-leak-2017/src/game/shared/tf2/weapon_combat_usedwithshieldbase.h
BotoX 60f625f414 import hl2_src from full.7z
source: magnet:?xt=urn:btih:21DDA6847DDE983F2F8063739249D2D1D09A5DDA
2020-12-25 16:26:23 +01:00

60 lines
1.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_COMBAT_USEDWITHSHIELDBASE_H
#define WEAPON_COMBAT_USEDWITHSHIELDBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "basetfcombatweapon_shared.h"
class CBasePlayer;
#if defined( CLIENT_DLL )
#define CWeaponCombatUsedWithShieldBase C_WeaponCombatUsedWithShieldBase
#endif
class CWeaponCombatUsedWithShieldBase : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponCombatUsedWithShieldBase, CBaseTFCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatUsedWithShieldBase( void ) {}
virtual bool CanDeploy( void );
virtual int UpdateClientData( CBasePlayer *pPlayer );
virtual bool SupportsTwoHanded( void ) { return true; };
void AllowShieldPostFrame( bool allow );
virtual int GetShieldState( void );
/*
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
*/
private:
CWeaponCombatUsedWithShieldBase( const CWeaponCombatUsedWithShieldBase & );
};
#endif // WEAPON_COMBAT_USEDWITHSHIELDBASE_H