40 lines
1.3 KiB
C
40 lines
1.3 KiB
C
|
//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef C_WEAPON__STUBS_H
|
||
|
#define C_WEAPON__STUBS_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "client_class.h"
|
||
|
|
||
|
// This is an ugly hack to link client classes to weapons for now
|
||
|
// these will be removed once we predict all weapons, especially TF2 weapons
|
||
|
#define STUB_WEAPON_CLASS_IMPLEMENT( entityName, className ) \
|
||
|
BEGIN_PREDICTION_DATA( className ) \
|
||
|
END_PREDICTION_DATA() \
|
||
|
LINK_ENTITY_TO_CLASS( entityName, className );
|
||
|
|
||
|
|
||
|
#define STUB_WEAPON_CLASS( entityName, className, baseClassName ) \
|
||
|
class C_##className : public baseClassName \
|
||
|
{ \
|
||
|
DECLARE_CLASS( C_##className, baseClassName ); \
|
||
|
public: \
|
||
|
DECLARE_PREDICTABLE(); \
|
||
|
DECLARE_CLIENTCLASS(); \
|
||
|
C_##className() {}; \
|
||
|
private: \
|
||
|
C_##className( const C_##className & ); \
|
||
|
}; \
|
||
|
STUB_WEAPON_CLASS_IMPLEMENT( entityName, C_##className ); \
|
||
|
IMPLEMENT_CLIENTCLASS_DT( C_##className, DT_##className, C##className ) \
|
||
|
END_RECV_TABLE()
|
||
|
|
||
|
#endif // C_WEAPON__STUBS_H
|