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Comparing 2006 Base SDK to Fortress Forever 2.46

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 );