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: PDA Weapon
//
//=============================================================================
#ifndef TF_WEAPON_INVIS_H
#define TF_WEAPON_INVIS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
// Client specific.
#if defined( CLIENT_DLL )
#define CTFWeaponInvis C_TFWeaponInvis
#endif
enum invis_weapontypes_t
{
INVIS_BASE = 0,
INVIS_FEIGN_DEATH,
INVIS_MOTION_CLOAK,
};
class CTFWeaponInvis : public CTFWeaponBase
{
public:
DECLARE_CLASS( CTFWeaponInvis, CTFWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
CTFWeaponInvis() {}
virtual void Spawn();
virtual void OnActiveStateChanged( int iOldState );
virtual void PrimaryAttack( void );
virtual void SecondaryAttack();
virtual bool Deploy( void );
virtual void HideThink( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual int GetWeaponID( void ) const { return TF_WEAPON_INVIS; }
virtual bool ShouldDrawCrosshair( void ) { return false; }
virtual bool HasPrimaryAmmo() { return true; }
virtual bool CanBeSelected() { return true; }
virtual bool VisibleInWeaponSelection( void ) { return false; }
virtual bool ShouldShowControlPanels( void ) { return true; }
virtual void SetWeaponVisible( bool visible );
virtual void ItemBusyFrame( void );
int GetInvisType( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
virtual bool HasFeignDeath( void ) { return (GetInvisType() == INVIS_FEIGN_DEATH); }
virtual bool HasMotionCloak( void ) { return (GetInvisType() == INVIS_MOTION_CLOAK); }
virtual void SetFeignDeathState( bool bEnabled );
virtual void SetCloakRates( void );
virtual bool ActivateInvisibilityWatch( void );
virtual void CleanupInvisibilityWatch( void );
virtual bool AllowsAutoSwitchTo( void ) { return false; }
virtual bool CanDeploy( void ) { return false; }
virtual const char *GetViewModel( int viewmodelindex ) const;
#ifndef CLIENT_DLL
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
#endif
private:
CTFWeaponInvis( const CTFWeaponInvis & ) {}
};
#endif // TF_WEAPON_INVIS_H