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.
118 lines
3.1 KiB
118 lines
3.1 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
#ifndef TF_WEAPON_COMPOUND_BOW_H
|
||
|
#define TF_WEAPON_COMPOUND_BOW_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "tf_weaponbase_gun.h"
|
||
|
#include "tf_weapon_pipebomblauncher.h"
|
||
|
|
||
|
// Client specific.
|
||
|
#ifdef CLIENT_DLL
|
||
|
#define CTFCompoundBow C_TFCompoundBow
|
||
|
#else
|
||
|
class CTFProjectile_Arrow;
|
||
|
#endif
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// TF Weapon Bow
|
||
|
//
|
||
|
class CTFCompoundBow : public CTFPipebombLauncher
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
DECLARE_CLASS( CTFCompoundBow, CTFPipebombLauncher );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
DECLARE_DATADESC();
|
||
|
#endif
|
||
|
|
||
|
CTFCompoundBow();
|
||
|
~CTFCompoundBow() {}
|
||
|
|
||
|
virtual void Precache( void );
|
||
|
|
||
|
virtual void WeaponReset( void );
|
||
|
|
||
|
virtual int GetWeaponID( void ) const { return TF_WEAPON_COMPOUND_BOW; }
|
||
|
|
||
|
virtual void PrimaryAttack();
|
||
|
virtual void LaunchGrenade( void );
|
||
|
|
||
|
virtual bool CalcIsAttackCriticalHelper();
|
||
|
|
||
|
virtual float GetChargeMaxTime( void );
|
||
|
virtual float GetCurrentCharge( void );
|
||
|
virtual float GetProjectileDamage( void );
|
||
|
virtual float GetProjectileSpeed( void );
|
||
|
virtual float GetProjectileGravity( void );
|
||
|
|
||
|
virtual void AddPipeBomb( CTFGrenadePipebombProjectile *pBomb );
|
||
|
virtual bool DetonateRemotePipebombs( bool bFizzle );
|
||
|
virtual void SecondaryAttack( void );
|
||
|
virtual void LowerBow( void );
|
||
|
|
||
|
virtual bool Reload( void );
|
||
|
|
||
|
virtual bool OwnerCanJump( void );
|
||
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
|
||
|
|
||
|
virtual bool SendWeaponAnim( int iActivity );
|
||
|
virtual void ItemPostFrame( void );
|
||
|
|
||
|
virtual float GetChargeForceReleaseTime( void ) { return 5.0f; }
|
||
|
virtual void ForceLaunchGrenade( void );
|
||
|
virtual bool ShouldDoMuzzleFlash( void ) { return false; }
|
||
|
|
||
|
virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f );
|
||
|
void ApplyRefireSpeedModifications( float &flBaseRef );
|
||
|
|
||
|
// The bow doesn't actually reload, it instead uses the AE_WPN_INCREMENTAMMO anim event in the fire to reload the clip.
|
||
|
virtual bool CanReload( void ){ return false; }
|
||
|
|
||
|
virtual bool CanPickupOtherWeapon() const { return m_flChargeBeginTime == 0.f; }
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual void OnDataChanged( DataUpdateType_t type );
|
||
|
virtual void UpdateOnRemove( void );
|
||
|
#endif
|
||
|
|
||
|
void SetArrowAlight( bool bAlight );
|
||
|
|
||
|
private:
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual void StartBurningEffect( void );
|
||
|
virtual void StopBurningEffect( void );
|
||
|
#else
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
void CreateExtraArrow( CTFProjectile_Arrow* pMainArrow, const QAngle& qSpreadAngles, float flSpeed );
|
||
|
float GetRandomSpreadOffset( int iArrowMasteryLevel );
|
||
|
#endif // STAGING_ONLY
|
||
|
|
||
|
#endif
|
||
|
|
||
|
private:
|
||
|
float m_flLastDenySoundTime;
|
||
|
CNetworkVar( bool, m_bNoFire );
|
||
|
CNetworkVar( bool, m_bArrowAlight );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
EHANDLE m_hParticleEffectOwner;
|
||
|
HPARTICLEFFECT m_pBurningArrowEffect;
|
||
|
#endif
|
||
|
|
||
|
CTFCompoundBow( const CTFCompoundBow & ) {}
|
||
|
};
|
||
|
|
||
|
#endif // TF_WEAPON_COMPOUND_BOW_H
|