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104 lines
2.7 KiB
104 lines
2.7 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#ifndef TF_WEAPON_PISTOL_H
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#define TF_WEAPON_PISTOL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_gun.h"
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#include "tf_weapon_shotgun.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFPistol C_TFPistol
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#define CTFPistol_Scout C_TFPistol_Scout
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#define CTFPistol_ScoutPrimary C_TFPistol_ScoutPrimary
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#define CTFPistol_ScoutSecondary C_TFPistol_ScoutSecondary
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#endif
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// We allow the pistol to fire as fast as the player can click.
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// This is the minimum time between shots.
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#define PISTOL_FASTEST_REFIRE_TIME 0.1f
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// The faster the player fires, the more inaccurate he becomes
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#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
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#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum time penalty we'll allow
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//=============================================================================
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//
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// TF Weapon Pistol.
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//
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class CTFPistol : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFPistol, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFPistol() {}
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~CTFPistol() {}
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PISTOL; }
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private:
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CTFPistol( const CTFPistol & ) {}
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};
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// Scout specific version
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class CTFPistol_Scout : public CTFPistol
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{
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public:
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DECLARE_CLASS( CTFPistol_Scout, CTFPistol );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PISTOL_SCOUT; }
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};
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class CTFPistol_ScoutPrimary : public CTFPistol_Scout
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{
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public:
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DECLARE_CLASS( CTFPistol_ScoutPrimary, CTFPistol_Scout );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFPistol_ScoutPrimary();
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virtual int GetViewModelWeaponRole() { return TF_WPN_TYPE_SECONDARY; }
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virtual int GetWeaponID( void ) const { return TF_WEAPON_HANDGUN_SCOUT_PRIMARY; }
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virtual void PlayWeaponShootSound( void );
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virtual void SecondaryAttack( void );
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virtual void ItemPostFrame();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void Precache( void );
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void Push( void );
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private:
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float m_flPushTime;
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};
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class CTFPistol_ScoutSecondary : public CTFPistol_Scout
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{
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public:
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DECLARE_CLASS( CTFPistol_ScoutSecondary, CTFPistol_Scout );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual int GetViewModelWeaponRole() { return TF_WPN_TYPE_SECONDARY; }
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virtual int GetWeaponID( void ) const { return TF_WEAPON_HANDGUN_SCOUT_SECONDARY; }
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virtual int GetDamageType( void ) const;
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};
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#endif // TF_WEAPON_PISTOL_H
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