You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
166 lines
4.0 KiB
166 lines
4.0 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
#ifndef TF_WEAPON_FLAREGUN_H
|
||
|
#define TF_WEAPON_FLAREGUN_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "tf_weaponbase_gun.h"
|
||
|
#ifdef GAME_DLL
|
||
|
#include "tf_projectile_flare.h"
|
||
|
#endif
|
||
|
|
||
|
// Client specific.
|
||
|
#ifdef CLIENT_DLL
|
||
|
#define CTFFlareGun C_TFFlareGun
|
||
|
#define CTFFlareGun_Revenge C_TFFlareGun_Revenge
|
||
|
#endif
|
||
|
|
||
|
enum FlareGunTypes_t
|
||
|
{
|
||
|
FLAREGUN_NORMAL = 0,
|
||
|
FLAREGUN_DETONATE,
|
||
|
FLAREGUN_GRORDBORT,
|
||
|
FLAREGUN_SCORCHSHOT
|
||
|
};
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// TF Weapon Flare gun.
|
||
|
//
|
||
|
class CTFFlareGun : public CTFWeaponBaseGun
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
DECLARE_CLASS( CTFFlareGun, CTFWeaponBaseGun );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
DECLARE_DATADESC();
|
||
|
#endif
|
||
|
|
||
|
CTFFlareGun();
|
||
|
~CTFFlareGun();
|
||
|
|
||
|
virtual void Precache();
|
||
|
virtual void DestroySounds( void );
|
||
|
|
||
|
virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN; }
|
||
|
virtual void PrimaryAttack();
|
||
|
virtual void SecondaryAttack();
|
||
|
|
||
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
|
||
|
virtual bool Deploy( void );
|
||
|
virtual void ItemPostFrame( void );
|
||
|
virtual void WeaponReset( void );
|
||
|
|
||
|
int GetFlareGunType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; }
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
void AddFlare( CTFProjectile_Flare *pFlare );
|
||
|
void DeathNotice( CBaseEntity *pVictim );
|
||
|
void DetonateFlare( void );
|
||
|
#endif
|
||
|
|
||
|
virtual void StartCharge( void );
|
||
|
virtual void StopCharge( void );
|
||
|
virtual void ChargePostFrame( void ) {} // Derived weapons can figure out what to do with this
|
||
|
virtual const char* GetChargeEffect( void ) const { return "drg_cowmangler_muzzleflash_chargeup"; }
|
||
|
|
||
|
float GetChargeBeginTime( void ) const { return m_flChargeBeginTime; }
|
||
|
|
||
|
protected:
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
typedef CHandle<CTFProjectile_Flare> FlareHandle;
|
||
|
CUtlVector <FlareHandle> m_Flares;
|
||
|
int m_iFlareCount;
|
||
|
#endif
|
||
|
|
||
|
protected:
|
||
|
void StartChargeStartTime() { m_flChargeBeginTime = gpGlobals->curtime; }
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
|
||
|
void ClientEffectsThink( void );
|
||
|
void StartChargeEffects();
|
||
|
void StopChargeEffects();
|
||
|
virtual bool ShouldPlayClientReloadSound() { return true; }
|
||
|
#endif
|
||
|
|
||
|
private:
|
||
|
|
||
|
CNetworkVar( float, m_flChargeBeginTime );
|
||
|
|
||
|
bool m_bEffectsThinking;
|
||
|
float m_flLastDenySoundTime;
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
CSoundPatch *m_pChargeLoop;
|
||
|
bool m_bReadyToFire;
|
||
|
#endif
|
||
|
|
||
|
CTFFlareGun( const CTFFlareGun & ) {}
|
||
|
};
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
class CTFFlareGun_Revenge : public CTFFlareGun
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CTFFlareGun_Revenge, CTFFlareGun );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CTFFlareGun_Revenge();
|
||
|
|
||
|
virtual void Precache();
|
||
|
|
||
|
virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN_REVENGE; }
|
||
|
virtual bool IsEnergyWeapon( void ) const { return true; }
|
||
|
|
||
|
virtual int GetCustomDamageType() const;
|
||
|
|
||
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
|
||
|
virtual bool Deploy( void );
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
virtual void Detach();
|
||
|
#endif
|
||
|
|
||
|
int GetCount( void );
|
||
|
float GetProgress( void ) { return 0.0f; }
|
||
|
const char* GetEffectLabelText( void ) { return "#TF_CRITS"; }
|
||
|
|
||
|
const char* GetMuzzleFlashParticleEffect( void ) { return "drg_manmelter_muzzleflash"; }
|
||
|
|
||
|
virtual void PrimaryAttack();
|
||
|
virtual void SecondaryAttack( void );
|
||
|
virtual void ChargePostFrame( void );
|
||
|
virtual const char* GetChargeEffect( void ) const { return "drg_manmelter_vacuum"; }
|
||
|
virtual const char* ReadyToFireSound( void ) const { return "Weapon_SniperRailgun.NonScoped"; }
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual void OnDataChanged( DataUpdateType_t type );
|
||
|
void DoAbsorbEffect( void );
|
||
|
#endif
|
||
|
|
||
|
private:
|
||
|
bool ExtinguishPlayerInternal( CTFPlayer *pTarget, CTFPlayer *pOwner );
|
||
|
|
||
|
CNetworkVar( float, m_fLastExtinguishTime );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
int m_nOldRevengeCrits;
|
||
|
#endif
|
||
|
|
||
|
};
|
||
|
|
||
|
#endif // TF_WEAPON_FLAREGUN_H
|