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3 changes: 3 additions & 0 deletions sp/src/game/client/client_ez2.vpc
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,9 @@ $Project "Client (Entropy Zero 2)"
$File "ez2\c_npc_wilson.cpp"
$File "ez2\c_npc_wilson.h"
$File "ez2\c_weapon_pulse_pistol.cpp"
$File "ez2\c_weapon_minifabricator.cpp"
$File "ez2\c_weapon_minifabricator.h"
$File "$SRCDIR\game\shared\ez2\weapon_minifabricator_shared.h"
$File "ez2\zombiegooproxy.cpp"
$File "ez2\hud_slamstatus.cpp"
$File "ezu\hud_healthvialstatus.cpp"
Expand Down
32 changes: 32 additions & 0 deletions sp/src/game/client/ez2/c_weapon_minifabricator.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,32 @@
//=============================================================================//
//
// Purpose: Miniature fabricator which can augment things on the spot.
//
// Author: Blixibon
//
//=============================================================================//

#include "cbase.h"
#include "c_weapon_minifabricator.h"



IMPLEMENT_CLIENTCLASS_DT( C_Weapon_MiniFabricator, DT_Weapon_MiniFabricator, CWeapon_MiniFabricator )
END_RECV_TABLE()

BEGIN_PREDICTION_DATA( C_Weapon_MiniFabricator )
END_PREDICTION_DATA()

LINK_ENTITY_TO_CLASS( weapon_minifabricator, C_Weapon_MiniFabricator )

//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon can be selected via the weapon selection
//-----------------------------------------------------------------------------
bool C_Weapon_MiniFabricator::CanBeSelected( void )
{
if ( !VisibleInWeaponSelection() )
return false;

// Can always be selected regardless of ammo
return true;
}
21 changes: 21 additions & 0 deletions sp/src/game/client/ez2/c_weapon_minifabricator.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,21 @@
#ifndef C_Weapon_MiniFabricator_H
#define C_Weapon_MiniFabricator_H
#ifdef _WIN32
#pragma once
#endif

#include "c_basehlcombatweapon.h"

class C_Weapon_MiniFabricator : public C_BaseHLCombatWeapon
{
public:
DECLARE_CLASS( C_Weapon_MiniFabricator, C_BaseHLCombatWeapon );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();

bool CanBeSelected( void );

bool CanSwitchToWhileEmpty() { return true; } // Can switch to while empty
};

#endif // C_Weapon_MiniFabricator_H
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