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103 lines
2.6 KiB
103 lines
2.6 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_DROPPED_WEAPON_H
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#define TF_DROPPED_WEAPON_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef CLIENT_DLL
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#define CTFDroppedWeapon C_TFDroppedWeapon
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#endif // CLIENT_DLL
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#ifdef GAME_DLL
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class CTFPlayer;
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#endif // GAME_DLL
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DECLARE_AUTO_LIST( IDroppedWeaponAutoList );
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class CTFDroppedWeapon : public CBaseAnimating, public IDroppedWeaponAutoList
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{
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public:
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DECLARE_CLASS( CTFDroppedWeapon, CBaseAnimating );
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DECLARE_NETWORKCLASS();
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CTFDroppedWeapon();
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~CTFDroppedWeapon();
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virtual void Spawn() OVERRIDE;
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#ifdef CLIENT_DLL
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virtual void OnPreDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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virtual void ClientThink() OVERRIDE;
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// target id
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virtual bool IsVisibleToTargetID( void ) const OVERRIDE;
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// Draw Attachment models
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virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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virtual IMaterial *GetEconWeaponMaterialOverride( int iTeam ) OVERRIDE;
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virtual void ModifyEmitSoundParams( EmitSound_t ¶ms ) OVERRIDE;
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#endif // CLIENT_DLL
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#ifdef GAME_DLL
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static CTFDroppedWeapon *Create( CTFPlayer *pLastOwner, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszModelName, const CEconItemView *pItem );
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void InitDroppedWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, bool bSwap, bool bIsSuicide = false );
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void InitPickedUpWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon );
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void ChargeLevelDegradeThink();
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#endif // GAME_DLL
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CEconItemView *GetItem() { return &m_Item; }
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const CEconItemView *GetItem() const { return &m_Item; }
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float GetChargeLevel( void ){ return m_flChargeLevel; }
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private:
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CNetworkVarEmbedded( CEconItemView, m_Item );
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CNetworkVar( float, m_flChargeLevel );
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#ifdef GAME_DLL
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CHandle< CTFPlayer > m_hPlayer;
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// preserve weapon ammo in the clip
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void SetItem( const CEconItemView *pItem );
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// preserve ammo count
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int m_nClip;
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int m_nAmmo;
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int m_nDetonated;
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float m_flEnergy;
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float m_flEffectBarRegenTime;
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float m_flNextPrimaryAttack;
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float m_flNextSecondaryAttack;
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#endif // GAME_DLL
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#ifdef CLIENT_DLL
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void SetupParticleEffect();
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HPARTICLEFFECT m_effect;
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CHandle< C_BaseAnimating > m_worldmodelStatTrakAddon;
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void UpdateGlowEffect( void );
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void DestroyGlowEffect( void );
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CGlowObject *m_pGlowEffect;
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bool m_bShouldGlowForLocalPlayer;
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CUtlVector<AttachedModelData_t> m_vecAttachedModels;
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float m_flOldChargeLevel;
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#endif // CLIENT_DLL
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};
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#endif // TF_DROPPED_WEAPON_H
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