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109 lines
2.7 KiB
109 lines
2.7 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_LUNCHBOX_H
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#define TF_WEAPON_LUNCHBOX_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.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFLunchBox C_TFLunchBox
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#define CTFLunchBox_Drink C_TFLunchBox_Drink
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#endif
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enum lunchbox_weapontypes_t
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{
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LUNCHBOX_STANDARD = 0, // Careful, can be the Scout BONK drink, or the Heavy sandvich.
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LUNCHBOX_ADDS_MAXHEALTH,
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LUNCHBOX_ADDS_MINICRITS,
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LUNCHBOX_STANDARD_ROBO,
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LUNCHBOX_STANDARD_FESTIVE,
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LUNCHBOX_ADDS_AMMO,
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};
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#define TF_SANDWICH_REGENTIME 30
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#define TF_CHOCOLATE_BAR_REGENTIME 10
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//=============================================================================
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//
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// TF Weapon Lunchbox.
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//
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class CTFLunchBox : public CTFWeaponBase
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{
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public:
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DECLARE_CLASS( CTFLunchBox, CTFWeaponBase );
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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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CTFLunchBox();
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virtual void UpdateOnRemove( void );
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virtual void Precache();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_LUNCHBOX; }
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual void WeaponReset( void );
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virtual bool UsesPrimaryAmmo();
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virtual bool DropAllowed( void );
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int GetLunchboxType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
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float GetProgress( void ) { return GetEffectBarProgress(); }
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const char* GetEffectLabelText( void ) { return "#TF_SANDWICH"; }
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void DrainAmmo( bool bForceCooldown = false );
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virtual float InternalGetEffectBarRechargeTime( void ) { return GetLunchboxType() == LUNCHBOX_ADDS_MAXHEALTH ? TF_CHOCOLATE_BAR_REGENTIME : TF_SANDWICH_REGENTIME; }
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virtual void Detach( void ) OVERRIDE;
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#ifdef GAME_DLL
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void ApplyBiteEffects( CTFPlayer *pPlayer );
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#endif
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private:
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CTFLunchBox( const CTFLunchBox & ) {}
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// Prevent spamming with resupply cabinets: only 1 thrown at a time
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EHANDLE m_hThrownPowerup;
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};
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//=============================================================================
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//
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// TF Weapon Energy drink.
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//
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class CTFLunchBox_Drink : public CTFLunchBox
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{
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public:
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DECLARE_CLASS( CTFLunchBox_Drink, CTFLunchBox );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFLunchBox_Drink();
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bool AllowTaunts( void ) { return false; }
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virtual bool DropAllowed( void ) { return false; }
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const char* GetEffectLabelText( void ) { return "#TF_ENERGYDRINK"; }
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#ifdef CLIENT_DLL
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virtual const char* ModifyEventParticles( const char* token );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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#endif
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};
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#endif // TF_WEAPON_LUNCHBOX_H
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