7 #ifndef CAFU_GAMESYS_COMPONENT_CARRIED_WEAPON_HPP_INCLUDED
8 #define CAFU_GAMESYS_COMPONENT_CARRIED_WEAPON_HPP_INCLUDED
10 #include "../CompBase.hpp"
38 const char*
GetName()
const override {
return "CarriedWeapon"; }
52 static int toString(lua_State* LuaState);
55 static const char* DocClass;
63 void FillMemberVars();
void PreCache() override
Initializes any resources that may be needed on the client or server ahead of time.
Definition: CompCarriedWeapon.cpp:97
ComponentCarriedWeaponT()
The constructor.
Definition: CompCarriedWeapon.cpp:51
ComponentCarriedWeaponT * Clone() const override
The virtual copy constructor.
Definition: CompCarriedWeapon.cpp:91
This component represents a weapon that a player can pick up and use.
Definition: CompCarriedWeapon.hpp:18
bool IsAvail() const
Returns whether this weapon is available to the player.
Definition: CompCarriedWeapon.hpp:34
static const luaL_Reg MethodsList[]
The list of Lua methods for this class.
Definition: CompCarriedWeapon.hpp:54
const char * GetName() const override
Returns the name of this component.
Definition: CompCarriedWeapon.hpp:38
void OnPostLoad(bool OnlyStatic) override
This method is called after all entities and their components have been loaded.
Definition: CompCarriedWeapon.cpp:103
Definition: TypeSys.hpp:52
Definition: TypeSys.hpp:57
This class keeps type information (about an entity class that occurs in the game).
Definition: TypeSys.hpp:79
const T & Get() const
Returns the value of this variable.
Definition: Variables.hpp:182
Definition: TypeSys.hpp:68
This is the base class for the components that an entity is composed/aggregated of.
Definition: CompBase.hpp:54