Files
HL2Overcharged/game/server/overcharged/weapon_slam.h
2025-05-21 21:20:08 +03:00

89 lines
1.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: SLAM
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONSLAM_H
#define WEAPONSLAM_H
#include "basegrenade_shared.h"
#include "basecombatweapon_shared.h"
#include "basehlcombatweapon.h"
enum
{
SLAM_TRIPMINE_READY,
SLAM_SATCHEL_THROW,
SLAM_SATCHEL_ATTACH,
};
class CWeapon_SLAM : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS(CWeapon_SLAM, CBaseCombatWeapon);
DECLARE_SERVERCLASS();
int m_tSlamState;
bool m_bDetonatorArmed;
bool m_bNeedDetonatorDraw;
bool m_bNeedDetonatorHolster;
bool m_bNeedReload;
bool m_bClearReload;
bool m_bThrowSatchel;
bool m_bAttachSatchel;
bool m_bAttachTripmine;
float m_flWallSwitchTime;
void Spawn(void);
void Precache(void);
void PrimaryAttack(void);
void SecondaryAttack(void);
void WeaponIdle(void);
void Weapon_Switch(void);
void SLAMThink(void);
void SetPickupTouch(void);
void SlamTouch(CBaseEntity *pOther); // default weapon touch
void ItemPostFrame(void);
bool Reload(void);
void SetSlamState(int newState);
bool CanAttachSLAM(void); // In position where can attach SLAM?
bool AnyUndetonatedCharges(void);
void StartTripmineAttach(void);
void TripmineAttach(void);
void StartSatchelDetonate(void);
void SatchelDetonate(void);
void StartSatchelThrow(void);
void StartSatchelAttach(void);
void SatchelThrow(void);
void SatchelAttach(void);
bool Deploy(void);
bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL);
CWeapon_SLAM();
DECLARE_ACTTABLE();
DECLARE_DATADESC();
private:
CWeapon_SLAM(const CWeapon_SLAM &);
};
#endif //WEAPONSLAM_H