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114 lines
3.1 KiB
114 lines
3.1 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_WEARABLE_H
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#define TF_WEARABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "econ_wearable.h"
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#include "props_shared.h"
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#include "GameEventListener.h"
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#if defined( CLIENT_DLL )
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#define CTFWearable C_TFWearable
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#define CTFWearableVM C_TFWearableVM
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#endif
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#if defined( CLIENT_DLL )
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class CTFWearable : public CEconWearable, public CGameEventListener
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#else
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class CTFWearable : public CEconWearable
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#endif
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{
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DECLARE_CLASS( CTFWearable, CEconWearable );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CTFWearable();
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virtual void Equip( CBasePlayer* pOwner );
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virtual void UnEquip( CBasePlayer* pOwner );
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virtual bool CanEquip( CBaseEntity *pOther );
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void SetDisguiseWearable( bool bState ) { m_bDisguiseWearable = bState; }
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bool IsDisguiseWearable( void ) const { return m_bDisguiseWearable; }
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void SetWeaponAssociatedWith( CBaseEntity *pWeapon ) { m_hWeaponAssociatedWith = pWeapon; }
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CBaseEntity* GetWeaponAssociatedWith( void ) const { return m_hWeaponAssociatedWith.Get(); }
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virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState );
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virtual void ReapplyProvision( void );
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#if defined( GAME_DLL )
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void Break( void );
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virtual int CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer );
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virtual int UpdateTransmitState();
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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int GetKillStreak ( ) { return m_iKillStreak; }
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void SetKillStreak ( int value ) { m_iKillStreak = value; };
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#endif
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#if defined( CLIENT_DLL )
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virtual int InternalDrawModel( int flags );
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virtual bool ShouldDraw();
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virtual bool ShouldDrawWhenPlayerIsDead() { return ( GetWeaponAssociatedWith() == NULL ); }
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virtual bool ShouldDrawParticleSystems( void ); // can't be const because it potentially mutates m_eParticleSystemVisibility state
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virtual int GetWorldModelIndex( void );
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virtual void ValidateModelIndex( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void FireGameEvent( IGameEvent *event );
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#endif
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virtual int GetSkin( void );
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void AddHiddenBodyGroup( const char* bodygroup );
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protected:
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virtual void InternalSetPlayerDisplayModel( void );
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private:
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CNetworkVar( bool, m_bDisguiseWearable );
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CNetworkHandle( CBaseEntity, m_hWeaponAssociatedWith );
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CUtlVector< const char* > m_HiddenBodyGroups;
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#ifdef GAME_DLL
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int m_iKillStreak;
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#endif // GAME_DLL
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#if defined( CLIENT_DLL )
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enum eParticleSystemVisibility
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{
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kParticleSystemVisibility_Undetermined,
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kParticleSystemVisibility_Shown,
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kParticleSystemVisibility_Hidden,
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};
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eParticleSystemVisibility m_eParticleSystemVisibility;
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short m_nWorldModelIndex;
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#endif
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};
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class CTFWearableVM : public CTFWearable
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{
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DECLARE_CLASS( CTFWearableVM, CTFWearable );
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public:
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DECLARE_NETWORKCLASS();
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virtual bool IsViewModelWearable( void ) { return true; }
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#if defined( CLIENT_DLL )
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virtual ShadowType_t ShadowCastType( void );
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#endif
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};
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#endif // TF_WEARABLE_H
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