game_shared/basecombatweapon_shared.h
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#include "weapon_parse.h"
#include "baseviewmodel_shared.h"
#include "weapon_proficiency.h"
#if defined( CLIENT_DLL )
#define CBaseCombatWeapon C_BaseCombatWeapon
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#include "weapon_parse.h"
#include "baseviewmodel_shared.h"
#include "weapon_proficiency.h"
#include "mathlib.h"
#if defined( CLIENT_DLL )
#define CBaseCombatWeapon C_BaseCombatWeapon
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virtual void HandleFireOnEmpty(); // Called when they have the attack button down
// but they are out of ammo. The default implementation
// either reloads, switches weapons, or plays an empty sound.
#ifdef CLIENT_DLL
virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ) {}
#endif
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virtual void HandleFireOnEmpty(); // Called when they have the attack button down
// but they are out of ammo. The default implementation
// either reloads, switches weapons, or plays an empty sound.
virtual void GetHeatLevel(int _firemode, float &_current, float &_max) { _current = 0.f; _max = 0.f; }
#ifdef CLIENT_DLL
virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ) {}
#endif
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virtual int GetSecondaryAmmoType( void ) const { return m_iSecondaryAmmoType; }
int Clip1() const { return m_iClip1; }
int Clip2() const { return m_iClip2; }
// Ammo quantity queries for weapons that do not use clips. These are only
// used to determine how much ammo is in a weapon that does not have an owner.
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virtual int GetSecondaryAmmoType( void ) const { return m_iSecondaryAmmoType; }
int Clip1() const { return m_iClip1; }
int Clip2() const { return m_iClip2; }
void Clip1( int count ) { m_iClip1 = clamp( count, 0, GetMaxClip1() ); }
void Clip2( int count ) { m_iClip2 = clamp( count, 0, GetMaxClip1() ); }
// Ammo quantity queries for weapons that do not use clips. These are only
// used to determine how much ammo is in a weapon that does not have an owner.
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virtual void Delete( void );
void DestroyItem( void );
virtual void Kill( void );
virtual int CapabilitiesGet( void ) { return 0; }
virtual int ObjectCaps( void );
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virtual void Delete( void );
void DestroyItem( void );
virtual void Kill( void );
// Just die & get deleted already you stupid weapon
virtual void ForceRemove( void );
virtual int CapabilitiesGet( void ) { return 0; }
virtual int ObjectCaps( void );