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.
133 lines
3.0 KiB
133 lines
3.0 KiB
![]()
2 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef WEAPON_PORTALBASE_H
|
||
|
#define WEAPON_PORTALBASE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "basecombatweapon_shared.h"
|
||
|
#include "portal_weapon_parse.h"
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
#define CWeaponPortalBase C_WeaponPortalBase
|
||
|
void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip );
|
||
|
#endif
|
||
|
|
||
|
class CPortal_Player;
|
||
|
|
||
|
// These are the names of the ammo types that go in the CAmmoDefs and that the
|
||
|
// weapon script files reference.
|
||
|
|
||
|
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
|
||
|
// against the ammo name you specify.
|
||
|
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
|
||
|
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
WEAPON_NONE = 0,
|
||
|
|
||
|
//Melee
|
||
|
WEAPON_CROWBAR,
|
||
|
|
||
|
//Special
|
||
|
WEAPON_PORTALGUN,
|
||
|
WEAPON_PHYSCANNON,
|
||
|
|
||
|
//Pistols
|
||
|
WEAPON_PISTOL,
|
||
|
WEAPON_357,
|
||
|
|
||
|
//Machineguns
|
||
|
WEAPON_SMG,
|
||
|
WEAPON_AR2,
|
||
|
|
||
|
//Grenades
|
||
|
WEAPON_FRAG,
|
||
|
WEAPON_BUGBAIT,
|
||
|
|
||
|
//Other
|
||
|
WEAPON_SHOTGUN,
|
||
|
WEAPON_CROSSBOW,
|
||
|
WEAPON_RPG,
|
||
|
|
||
|
WEAPON_MAX, // number of weapons weapon index
|
||
|
|
||
|
} PortalWeaponID;
|
||
|
|
||
|
class CWeaponPortalBase : public CBaseCombatWeapon
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponPortalBase, CBaseCombatWeapon );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponPortalBase();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
void SendReloadSoundEvent( void );
|
||
|
|
||
|
void Materialize( void );
|
||
|
#endif
|
||
|
|
||
|
// All predicted weapons need to implement and return true
|
||
|
virtual bool IsPredicted() const;
|
||
|
|
||
|
CBasePlayer* GetPlayerOwner() const;
|
||
|
CPortal_Player* GetPortalPlayerOwner() const;
|
||
|
|
||
|
// Get specific Portal weapon ID (ie: WEAPON_PORTALGUN, etc)
|
||
|
virtual PortalWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
|
||
|
|
||
|
void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
|
||
|
|
||
|
CPortalSWeaponInfo const &GetPortalWpnData() const;
|
||
|
|
||
|
|
||
|
virtual void FireBullets( const FireBulletsInfo_t &info );
|
||
|
|
||
|
public:
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
virtual int DrawModel( int flags );
|
||
|
virtual bool ShouldDraw( void );
|
||
|
virtual bool ShouldDrawCrosshair( void ) { return true; }
|
||
|
virtual bool ShouldPredict();
|
||
|
virtual void OnDataChanged( DataUpdateType_t type );
|
||
|
virtual void DrawCrosshair();
|
||
|
|
||
|
virtual void DoAnimationEvents( CStudioHdr *pStudio );
|
||
|
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
|
||
|
|
||
|
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
|
||
|
|
||
|
#else
|
||
|
|
||
|
virtual void Spawn();
|
||
|
|
||
|
#endif
|
||
|
|
||
|
float m_flPrevAnimTime;
|
||
|
float m_flNextResetCheckTime;
|
||
|
|
||
|
Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
|
||
|
QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
|
||
|
|
||
|
private:
|
||
|
|
||
|
CWeaponPortalBase( const CWeaponPortalBase & );
|
||
|
|
||
|
Vector m_vOriginalSpawnOrigin;
|
||
|
QAngle m_vOriginalSpawnAngles;
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // WEAPON_PORTALBASE_H
|