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166 lines
4.0 KiB
166 lines
4.0 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_FLAREGUN_H
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#define TF_WEAPON_FLAREGUN_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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#ifdef GAME_DLL
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#include "tf_projectile_flare.h"
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#endif
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFFlareGun C_TFFlareGun
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#define CTFFlareGun_Revenge C_TFFlareGun_Revenge
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#endif
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enum FlareGunTypes_t
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{
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FLAREGUN_NORMAL = 0,
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FLAREGUN_DETONATE,
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FLAREGUN_GRORDBORT,
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FLAREGUN_SCORCHSHOT
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};
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//=============================================================================
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//
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// TF Weapon Flare gun.
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//
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class CTFFlareGun : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFFlareGun, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFFlareGun();
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~CTFFlareGun();
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virtual void Precache();
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virtual void DestroySounds( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN; }
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual bool Deploy( void );
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virtual void ItemPostFrame( void );
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virtual void WeaponReset( void );
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int GetFlareGunType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; }
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#ifdef GAME_DLL
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void AddFlare( CTFProjectile_Flare *pFlare );
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void DeathNotice( CBaseEntity *pVictim );
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void DetonateFlare( void );
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#endif
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virtual void StartCharge( void );
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virtual void StopCharge( void );
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virtual void ChargePostFrame( void ) {} // Derived weapons can figure out what to do with this
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virtual const char* GetChargeEffect( void ) const { return "drg_cowmangler_muzzleflash_chargeup"; }
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float GetChargeBeginTime( void ) const { return m_flChargeBeginTime; }
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protected:
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#ifdef GAME_DLL
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typedef CHandle<CTFProjectile_Flare> FlareHandle;
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CUtlVector <FlareHandle> m_Flares;
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int m_iFlareCount;
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#endif
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protected:
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void StartChargeStartTime() { m_flChargeBeginTime = gpGlobals->curtime; }
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#ifdef CLIENT_DLL
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virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
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void ClientEffectsThink( void );
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void StartChargeEffects();
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void StopChargeEffects();
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virtual bool ShouldPlayClientReloadSound() { return true; }
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#endif
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private:
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CNetworkVar( float, m_flChargeBeginTime );
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bool m_bEffectsThinking;
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float m_flLastDenySoundTime;
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#if defined( CLIENT_DLL )
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CSoundPatch *m_pChargeLoop;
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bool m_bReadyToFire;
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#endif
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CTFFlareGun( const CTFFlareGun & ) {}
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};
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//---------------------------------------------------------
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class CTFFlareGun_Revenge : public CTFFlareGun
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{
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public:
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DECLARE_CLASS( CTFFlareGun_Revenge, CTFFlareGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFFlareGun_Revenge();
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virtual void Precache();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN_REVENGE; }
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virtual bool IsEnergyWeapon( void ) const { return true; }
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virtual int GetCustomDamageType() const;
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual bool Deploy( void );
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#ifdef GAME_DLL
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virtual void Detach();
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#endif
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int GetCount( void );
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float GetProgress( void ) { return 0.0f; }
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const char* GetEffectLabelText( void ) { return "#TF_CRITS"; }
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const char* GetMuzzleFlashParticleEffect( void ) { return "drg_manmelter_muzzleflash"; }
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virtual void PrimaryAttack();
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virtual void SecondaryAttack( void );
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virtual void ChargePostFrame( void );
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virtual const char* GetChargeEffect( void ) const { return "drg_manmelter_vacuum"; }
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virtual const char* ReadyToFireSound( void ) const { return "Weapon_SniperRailgun.NonScoped"; }
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#ifdef CLIENT_DLL
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virtual void OnDataChanged( DataUpdateType_t type );
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void DoAbsorbEffect( void );
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#endif
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private:
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bool ExtinguishPlayerInternal( CTFPlayer *pTarget, CTFPlayer *pOwner );
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CNetworkVar( float, m_fLastExtinguishTime );
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#ifdef CLIENT_DLL
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int m_nOldRevengeCrits;
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#endif
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};
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#endif // TF_WEAPON_FLAREGUN_H
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