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160 lines
4.6 KiB
160 lines
4.6 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Pipebomb Grenade.
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//
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//=============================================================================//
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#ifndef TF_WEAPON_GRENADE_PIPEBOMB_H
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#define TF_WEAPON_GRENADE_PIPEBOMB_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_grenadeproj.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFGrenadePipebombProjectile C_TFGrenadePipebombProjectile
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#endif
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//-----------------------------------------------------------------------------
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// Grenade Launcher mode (for pipebombs).
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//-----------------------------------------------------------------------------
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enum
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{
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TF_GL_MODE_REGULAR = 0,
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TF_GL_MODE_REMOTE_DETONATE,
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TF_GL_MODE_REMOTE_DETONATE_PRACTICE,
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TF_GL_MODE_CANNONBALL,
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//
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// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
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//
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};
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//=============================================================================
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//
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// TF Pipebomb Grenade
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//
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class CTFGrenadePipebombProjectile : public CTFWeaponBaseGrenadeProj
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{
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public:
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DECLARE_CLASS( CTFGrenadePipebombProjectile, CTFWeaponBaseGrenadeProj );
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DECLARE_NETWORKCLASS();
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CTFGrenadePipebombProjectile();
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~CTFGrenadePipebombProjectile();
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// Unique identifier.
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virtual int GetWeaponID( void ) const;
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int GetType( void ) const { return m_iType; }
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virtual int GetDamageType();
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bool HasStickyEffects() const { return m_iType == TF_GL_MODE_REMOTE_DETONATE || m_iType == TF_GL_MODE_REMOTE_DETONATE_PRACTICE; }
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bool ShouldMiniCritOnReflect() const;
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void SetChargeTime( float flChargeTime ) { m_flChargeTime = flChargeTime; }
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CNetworkVar( bool, m_bTouched );
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CNetworkVar( int, m_iType ); // TF_GL_MODE_REGULAR or TF_GL_MODE_REMOTE_DETONATE
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float m_flCreationTime;
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float m_flChargeTime;
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bool m_bPulsed;
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float m_flFullDamage;
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void SetFullDamage( float flFullDamage ) { m_flFullDamage = flFullDamage; }
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CNetworkVar( bool, m_bDefensiveBomb );
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virtual void UpdateOnRemove( void );
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virtual void SetCustomPipebombModel() {}
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virtual float GetLiveTime( void );
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virtual float GetDamageRadius() OVERRIDE;
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void SetDetonateOnPulse( bool bDet ) { m_bDetonateOnPulse = bDet; }
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#ifdef CLIENT_DLL
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual const char *GetTrailParticleName( void );
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virtual int DrawModel( int flags );
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virtual void Simulate( void );
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virtual void CreateTrailParticles( void );
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void SetHighlight( bool bHighlight ) { if ( m_bPulsed ) m_bHighlight = bHighlight; }
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bool IsHighlighted( void ) { return m_bHighlight; }
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int m_iCachedDeflect;
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CNewParticleEffect *pEffectTrail;
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CNewParticleEffect *pEffectCrit;
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bool m_bHighlight;
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bool m_bDetonateOnPulse;
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CGlowObject *m_pGlowEffect;
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#else
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DECLARE_DATADESC();
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// Creation.
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static CTFGrenadePipebombProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, int iPipeBombType, float flMultDmg );
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static const char* GetPipebombClass( int iPipeBombType );
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// Overrides.
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virtual void Spawn();
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virtual void Precache();
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virtual void BounceSound( void );
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virtual void Detonate();
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virtual void Fizzle();
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virtual bool DetonateStickies( void );
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bool CanTakeDamage() const { return m_bCanTakeDamage; }
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void SetCanTakeDamage( bool bCanTakeDamage ) { m_bCanTakeDamage = bCanTakeDamage; }
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virtual void SetPipebombMode( int iPipebombMode = TF_GL_MODE_REGULAR );
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bool IsFizzle() { return m_bFizzle; }
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virtual void PipebombTouch( CBaseEntity *pOther );
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virtual void StickybombTouch( CBaseEntity *pOther );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void IncrementDeflected( void );
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virtual void DetonateThink( void );
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virtual void PreArmThink( void );
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virtual void ArmThink( void );
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void CreatePipebombGibs( void );
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virtual bool IsDeflectable( void ) { return true; }
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virtual void Deflected( CBaseEntity *pDeflectedBy, Vector& vecDir );
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virtual int GetDamageCustom();
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float GetTouchedTime() { return m_flTouchedTime; }
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bool IsTouched() { return m_bTouched; }
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public:
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bool m_bFizzle;
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bool m_bWallShatter;
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private:
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float m_flMinSleepTime;
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float m_flDeflectedTime;
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bool m_bSendPlayerDestroyedEvent;
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bool m_bDetonateOnPulse;
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bool m_bCanTakeDamage;
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float m_flTouchedTime;
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float GetDamageScaleOnWorldContact();
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CUtlVector < CHandle <CTFPlayer> > m_CritMedics;
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CUtlVector < CHandle <CBaseEntity> > m_penetratedEntities;
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#endif
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};
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#endif // TF_WEAPON_GRENADE_PIPEBOMB_H
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