Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_FLAME_THROWER_H
#define WEAPON_FLAME_THROWER_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_combat_usedwithshieldbase.h"
#if defined( CLIENT_DLL )
#define CWeaponFlameThrower C_WeaponFlameThrower
#include "particlemgr.h"
#include "particle_util.h"
#include "particles_simple.h"
#else
class CGasolineBlob;
#endif
//=========================================================
// Medikit Weapon
//=========================================================
class CWeaponFlameThrower : public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponFlameThrower, CWeaponCombatUsedWithShieldBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponFlameThrower();
CWeaponFlameThrower( bool bCanister );
~CWeaponFlameThrower();
virtual void Precache();
// The gas canister says yes so we can do different things.
bool IsGasCanister() const;
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const;
virtual void ItemPostFrame();
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void );
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void ClientThink();
// Start/stop the fire sound.
void StartSound();
void StopFlameSound();
bool m_bSoundOn; // Is the sound on?
CSmartPtr<CSimpleEmitter> m_hFlameEmitter;
PMaterialHandle m_hFireMaterial;
TimedEvent m_FlameEvent;
#else
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
void IgniteNearbyGasolineBlobs();
private:
// Used to link the blobs together.
CHandle<CGasolineBlob> m_hPrevBlob;
#endif
private:
void PrimaryAttack();
void InternalConstructor( bool bCanister );
CNetworkVar( bool, m_bFiring );
bool m_bCanister; // Tells if we're a gas canister or a flamethrower (both act in similar ways).
float m_flNextPrimaryAttack;
CWeaponFlameThrower( const CWeaponFlameThrower & );
};
#endif // WEAPON_FLAME_THROWER_H