Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_REPAIRGUN_H
#define WEAPON_REPAIRGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_combat_usedwithshieldbase.h"
#if defined( CLIENT_DLL )
#define CWeaponRepairGun C_WeaponRepairGun
#endif
//=========================================================
// Medikit Weapon
//=========================================================
class CWeaponRepairGun : public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponRepairGun, CWeaponCombatUsedWithShieldBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponRepairGun( void );
virtual void Precache();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void WeaponIdle( void );
virtual void PlayAttackAnimation( int activity );
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
virtual bool ComputeEMPFireState( void );
virtual float GetTargetRange( void );
virtual float GetStickRange( void );
virtual float GetHealRate( void );
virtual bool AppliesModifier( void ) { return true; }
virtual bool TargetsPlayers( void ) { return true; }
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
// Stop all sounds being output.
void StopRepairSound( bool bStopHealingSound = true, bool bStopNoTargetSound = true );
// This is used to stop making particles when the entity goes dormant.
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
// IClientNetworkable.
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
// IClientThinkable.
public:
virtual void ClientThink();
#endif
protected:
virtual CBaseEntity *GetTargetToHeal( CBaseEntity *pCurHealing );
virtual CBaseEntity *CheckVehicleTargets( CBaseEntity *pCurHealing );
private:
CBaseEntity* GetCurHealingTarget() { return m_hHealingTarget; }
void RemoveHealingTarget();
double m_flNextBuzzTime;
float m_flHealEffectLifetime; // Count down until the healing effect goes off.
#if !defined( CLIENT_DLL )
CDamageModifier m_DamageModifier; // This attaches to whoever we're healing.
#endif
CNetworkVar( bool, m_bAttacking );
protected:
// Networked data.
CNetworkVar( bool, m_bHealing );
CNetworkHandle( CBaseEntity, m_hHealingTarget );
#if defined( CLIENT_DLL )
CSmartPtr<CSimpleEmitter> m_pEmitter;
PMaterialHandle m_hParticleMaterial;
TimedEvent m_PathParticleEvent;
bool m_bPlayingSound;
#endif
private:
CWeaponRepairGun( const CWeaponRepairGun & );
};
#endif // WEAPON_REPAIRGUN_H