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107 lines
3.0 KiB
107 lines
3.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Particle Cannon
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//
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//=============================================================================
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#ifndef TF_WEAPON_PARTICLE_CANNON_H
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#define TF_WEAPON_PARTICLE_CANNON_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_weaponbase_rocket.h"
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#include "tf_weapon_sniperrifle.h"
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#include "tf_weapon_rocketlauncher.h"
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#ifdef CLIENT_DLL
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#include "particle_property.h"
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#endif
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFParticleCannon C_TFParticleCannon
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#endif
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#define TF_PARTICLE_MAX_CHARGE_TIME 2.f
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class CTFParticleCannon : public CTFRocketLauncher
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{
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public:
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DECLARE_CLASS( CTFParticleCannon, CTFRocketLauncher );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFParticleCannon();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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virtual void Precache();
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#endif
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; }
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virtual float GetProjectileSpeed( void );
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virtual float GetProjectileGravity( void );
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virtual bool IsViewModelFlipped( void );
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const char* GetEffectLabelText( void ) { return "#TF_MANGLER"; }
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float GetProgress( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual bool Deploy( void );
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virtual void WeaponReset( void );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual void FireChargedShot();
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virtual void ModifyProjectile( CBaseEntity* pProj );
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virtual void PlayWeaponShootSound( void );
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virtual const char *GetMuzzleFlashParticleEffect( void );
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virtual bool IsEnergyWeapon( void ) const { return true; }
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virtual bool ShouldPlayFireAnim( void ) { return !m_bChargedShot; }
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#ifdef CLIENT_DLL
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void StartEffects( void );
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void ClientEffectsThink( void );
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void CreateChargeEffect( void );
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virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
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virtual bool ShouldPlayClientReloadSound() { return true; }
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virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex );
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#endif
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virtual char const* GetShootSound( int iIndex ) const;
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// Charged shot support.
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virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; }
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virtual float GetChargeMaxTime( void ) { return TF_PARTICLE_MAX_CHARGE_TIME; }
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virtual float GetChargeForceReleaseTime( void ) { return GetChargeMaxTime(); }
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virtual float Energy_GetShotCost( void ) const { return 5.f; }
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virtual float Energy_GetRechargeCost( void ) const { return 5.f; }
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bool CanChargeFire( void ) { if (Energy_FullyCharged() && (m_flChargeBeginTime<=0)) return true; else return false; }
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virtual bool OwnerCanTaunt( void );
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private:
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CNetworkVar( float, m_flChargeBeginTime );
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CNetworkVar( int, m_iChargeEffect );
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bool m_bChargedShot;
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#ifdef CLIENT_DLL
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bool m_bEffectsThinking;
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int m_iChargeEffectBase;
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#endif
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};
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#endif // TF_WEAPON_PARTICLE_CANNON_H
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