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144 lines
3.5 KiB
144 lines
3.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef TF_WEAPON_SWORD_H
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#define TF_WEAPON_SWORD_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_melee.h"
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#ifdef GAME_DLL
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#include "GameEventListener.h"
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#else
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#include "tf_viewmodel.h"
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#include "bone_setup.h"
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#include "tf_wearable_item_demoshield.h"
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#endif
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#ifdef CLIENT_DLL
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#define CTFSword C_TFSword
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#define CTFKatana C_TFKatana
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#endif
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//=============================================================================
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//
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// Decapitation melee weapon base class.
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//
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#ifdef GAME_DLL
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class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee, public CGameEventListener
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#else
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class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee
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#endif
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{
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public:
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DECLARE_CLASS( CTFDecapitationMeleeWeaponBase, CTFWeaponBaseMelee );
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CTFDecapitationMeleeWeaponBase();
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virtual void Precache( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SWORD; }
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virtual int GetCustomDamageType() const { return TF_DMG_CUSTOM_DECAPITATION; }
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virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
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virtual Activity TranslateViewmodelHandActivityInternal( Activity actBase );
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virtual bool CanDecapitate( void );
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virtual void SetupGameEventListeners( void );
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virtual void OnDecapitation( CTFPlayer *pDeadPlayer ) {}
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#ifdef GAME_DLL
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual void FireGameEvent( IGameEvent *event );
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#endif
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#ifdef CLIENT_DLL
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virtual void UpdateAttachmentModels( void );
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags );
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#endif // CLIENT_DLL
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protected:
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bool m_bHolstering;
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private:
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#ifdef CLIENT_DLL
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EHANDLE m_hShield;
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#endif // CLIENT_DLL
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};
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//=============================================================================
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//
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// Sword class. (Consumes heads for speed/health bonus.)
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//
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class CTFSword : public CTFDecapitationMeleeWeaponBase
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{
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public:
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DECLARE_CLASS( CTFSword, CTFDecapitationMeleeWeaponBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFSword() {}
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virtual ~CTFSword() {}
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virtual void WeaponReset( void );
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virtual float GetSwordSpeedMod( void );
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virtual int GetSwordHealthMod();
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virtual int GetSwingRange( void );
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virtual void OnDecapitation( CTFPlayer *pDeadPlayer );
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virtual bool Deploy( void );
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float GetProgress( void ) { return 0.f; }
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int GetCount( void );
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const char* GetEffectLabelText( void ) { return "#TF_BERZERK"; }
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#ifdef CLIENT_DLL
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virtual void WeaponIdle( void );
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#endif
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private:
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CTFSword( const CTFSword& ) {}
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#ifdef CLIENT_DLL
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float m_flNextIdleWavRoll;
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int m_iPrevWavDecap;
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#endif
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};
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//=============================================================================
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//
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// Sword class. (On head-take causes short-term soldier buff effects.)
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//
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class CTFKatana : public CTFDecapitationMeleeWeaponBase
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{
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public:
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DECLARE_CLASS( CTFKatana, CTFDecapitationMeleeWeaponBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFKatana();
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virtual ~CTFKatana() {}
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virtual bool Deploy( void );
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virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
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virtual void OnDecapitation( CTFPlayer *pDeadPlayer );
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virtual int GetActivityWeaponRole() const OVERRIDE;
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protected:
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virtual int GetSkinOverride() const;
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private:
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CNetworkVar( bool, m_bIsBloody );
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};
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#endif // TF_WEAPON_SWORD_H
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