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67 lines
1.6 KiB
67 lines
1.6 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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//=============================================================================
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#ifndef TF_WEAPON_MECHANICAL_ARM_H
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#define TF_WEAPON_MECHANICAL_ARM_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_shareddefs.h"
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#include "tf_viewmodel.h"
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#ifdef CLIENT_DLL
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#define CTFMechanicalArm C_TFMechanicalArm
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#endif
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//=============================================================================
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//
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// Mechanical Arm class.
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//
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class CTFMechanicalArm : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFMechanicalArm, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFMechanicalArm();
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~CTFMechanicalArm();
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virtual void Precache();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_MECHANICAL_ARM; }
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virtual int GetCustomDamageType( ) const { return TF_DMG_CUSTOM_PLASMA; }
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virtual int GetAmmoPerShot( void );
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virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState );
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#ifdef CLIENT_DLL
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virtual void OnDataChanged( DataUpdateType_t updateType );
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#endif // CLIENT_DLL
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private:
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bool ShockAttack( void );
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#ifdef GAME_DLL
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bool IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget );
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void ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget );
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#else
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void StopParticleBeam( );
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void UpdateParticleBeam();
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HPARTICLEFFECT m_pParticleBeamEffect;
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HPARTICLEFFECT m_pParticleBeamSpark;
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C_BaseEntity *m_pEffectOwner;
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#endif // CLIENT_DLL
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};
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#endif // TF_WEAPON_MECHANICAL_ARM_H
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