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106 lines
2.8 KiB
106 lines
2.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon Base Melee
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//
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//=============================================================================
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#ifndef TF_WEAPONBASE_MELEE_H
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#define TF_WEAPONBASE_MELEE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_shareddefs.h"
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#include "tf_weaponbase.h"
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#if defined( CLIENT_DLL )
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#define CTFWeaponBaseMelee C_TFWeaponBaseMelee
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extern ConVar cl_crosshair_file;
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#endif
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//=============================================================================
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//
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// Weapon Base Melee Class
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//
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class CTFWeaponBaseMelee : public CTFWeaponBase
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{
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public:
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DECLARE_CLASS( CTFWeaponBaseMelee, CTFWeaponBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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CTFWeaponBaseMelee();
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// We say yes to this so the weapon system lets us switch to it.
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virtual bool HasPrimaryAmmo() { return true; }
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virtual bool CanBeSelected() { return true; }
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virtual void Precache();
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virtual void ItemPreFrame();
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virtual void ItemPostFrame();
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virtual void Spawn();
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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 int GetWeaponID( void ) const { return TF_WEAPON_NONE; }
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virtual int GetSwingRange( void );
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virtual void WeaponReset( void );
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virtual bool CanHolster( void ) const;
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virtual bool CalcIsAttackCriticalHelper( void );
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virtual bool CalcIsAttackCriticalHelperNoCrits( void );
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virtual void DoViewModelAnimation( void );
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virtual bool DoSwingTrace( trace_t &trace );
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virtual void Smack( void );
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virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace );
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virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace, float flDamageMod );
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virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
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#ifndef CLIENT_DLL
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virtual float GetForceScale( void );
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virtual int GetDamageCustom( void ) { return TF_DMG_CUSTOM_NONE; }
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#endif
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// Call when we hit an entity. Use for special weapon effects on hit.
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virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info );
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virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
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bool ConnectedHit( void ) { return m_bConnected; }
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virtual char const *GetShootSound( int iIndex ) const;
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public:
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CTFWeaponInfo *m_pWeaponInfo;
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protected:
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virtual void Swing( CTFPlayer *pPlayer );
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protected:
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float m_flSmackTime;
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bool m_bConnected;
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bool m_bMiniCrit;
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#ifdef GAME_DLL
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CUtlVector< CHandle< CTFPlayer > > m_potentialVictimVector;
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#endif
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private:
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bool DoSwingTraceInternal( trace_t &trace, bool bCleave, CUtlVector< trace_t >* pTargetTraceVector );
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bool OnSwingHit( trace_t &trace );
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CTFWeaponBaseMelee( const CTFWeaponBaseMelee & ) {}
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};
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#endif // TF_WEAPONBASE_MELEE_H
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