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82 lines
2.2 KiB
82 lines
2.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Energy Ring Projectile
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//
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//=============================================================================
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#ifndef TF_PROJECTILE_ENERGY_RING_H
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#define TF_PROJECTILE_ENERGY_RING_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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#include "c_tf_player.h"
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#else
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#include "tf_player.h"
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#endif
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#include "tf_projectile_base.h"
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#include "tf_weapon_flamethrower.h"
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#ifdef CLIENT_DLL
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#define CTFProjectile_EnergyRing C_TFProjectile_EnergyRing
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#endif
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class CTFProjectile_EnergyRing : public CTFBaseProjectile
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{
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public:
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DECLARE_CLASS( CTFProjectile_EnergyRing, CTFBaseProjectile );
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DECLARE_NETWORKCLASS();
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CTFProjectile_EnergyRing();
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virtual const char* GetProjectileModelName( void );
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virtual float GetGravity( void );
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// Creation.
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static CTFProjectile_EnergyRing *Create( CTFWeaponBaseGun *pLauncher, const Vector& vecOrigin, const QAngle& vecAngles, float fSpeed, float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, Vector vColor1=vec3_origin, Vector vColor2=vec3_origin, bool bCritical=false );
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virtual void Spawn();
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virtual void Precache();
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virtual int GetWeaponID( void ) const { return ShouldPenetrate() ? TF_WEAPON_RAYGUN : TF_WEAPON_DRG_POMSON; }
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#ifdef GAME_DLL
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virtual void ProjectileTouch( CBaseEntity *pOther ) OVERRIDE;
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virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ) OVERRIDE;
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#else
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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#endif
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virtual bool CanHeadshot() { return false; }
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virtual void ImpactTeamPlayer( CTFPlayer *pOther ) {}
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virtual float GetDamage();
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virtual int GetDamageCustom() { return TF_DMG_CUSTOM_PLASMA; }
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virtual bool IsDeflectable() { return false; }
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void SetColor( int idx, Vector vColor ) { if ( idx==1 ) m_vColor1=vColor; else m_vColor2=vColor; }
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float GetInitialVelocity( void );
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private:
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bool ShouldPenetrate() const;
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const char* GetTrailParticleName() const;
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Vector m_vColor1;
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Vector m_vColor2;
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Vector m_vecPrevPos;
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#ifdef GAME_DLL
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CUtlVector<EHANDLE> m_vecHitEnemies;
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void PlayImpactEffects( const Vector& vecPos, bool bHitFlesh );
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#endif
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protected:
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float m_flInitTime;
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};
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#endif //TF_PROJECTILE_ENERGY_RING_H
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