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136 lines
2.8 KiB
136 lines
2.8 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: RPG
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//
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//=============================================================================//
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#ifndef WEAPON_RPG_H
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#define WEAPON_RPG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "hl1mp_basecombatweapon_shared.h"
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#ifdef CLIENT_DLL
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#include "iviewrender_beams.h"
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#include "c_smoke_trail.h"
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#endif
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#ifndef CLIENT_DLL
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#include "smoke_trail.h"
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#include "Sprite.h"
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#include "npcevent.h"
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#include "beam_shared.h"
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#include "hl1_basegrenade.h"
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class CWeaponRPG;
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//###########################################################################
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// CRpgRocket
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//###########################################################################
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class CRpgRocket : public CHL1BaseGrenade
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{
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DECLARE_CLASS( CRpgRocket, CHL1BaseGrenade );
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DECLARE_SERVERCLASS();
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public:
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CRpgRocket();
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Class_T Classify( void ) { return CLASS_NONE; }
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void Spawn( void );
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void Precache( void );
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void RocketTouch( CBaseEntity *pOther );
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void IgniteThink( void );
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void SeekThink( void );
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virtual void Detonate( void );
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static CRpgRocket *Create( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner = NULL );
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CHandle<CWeaponRPG> m_hOwner;
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float m_flIgniteTime;
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int m_iTrail;
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DECLARE_DATADESC();
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};
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#endif
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#ifdef CLIENT_DLL
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#define CLaserDot C_LaserDot
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#endif
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class CLaserDot;
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#ifdef CLIENT_DLL
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#define CWeaponRPG C_WeaponRPG
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponRPG
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//-----------------------------------------------------------------------------
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class CWeaponRPG : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponRPG, CBaseHL1MPCombatWeapon );
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public:
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CWeaponRPG( void );
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~CWeaponRPG();
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void ItemPostFrame( void );
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void Precache( void );
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bool Deploy( void );
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void PrimaryAttack( void );
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void WeaponIdle( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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void NotifyRocketDied( void );
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bool Reload( void );
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void Drop( const Vector &vecVelocity );
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virtual int GetDefaultClip1( void ) const;
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// DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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private:
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void CreateLaserPointer( void );
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void UpdateSpot( void );
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bool IsGuiding( void );
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void StartGuiding( void );
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void StopGuiding( void );
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#ifndef CLIENT_DLL
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// DECLARE_ACTTABLE();
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#endif
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private:
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// bool m_bGuiding;
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// CHandle<CLaserDot> m_hLaserDot;
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// CHandle<CRpgRocket> m_hMissile;
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// bool m_bIntialStateUpdate;
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// bool m_bLaserDotSuspended;
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// float m_flLaserDotReviveTime;
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CNetworkVar( bool, m_bGuiding );
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CNetworkVar( bool, m_bIntialStateUpdate );
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CNetworkVar( bool, m_bLaserDotSuspended );
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CNetworkVar( float, m_flLaserDotReviveTime );
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CNetworkHandle( CBaseEntity, m_hMissile );
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#ifndef CLIENT_DLL
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CHandle<CLaserDot> m_hLaserDot;
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#endif
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};
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#endif // WEAPON_RPG_H
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