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113 lines
2.9 KiB
113 lines
2.9 KiB
![]()
4 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPON_REPAIRGUN_H
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#define WEAPON_REPAIRGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_combat_usedwithshieldbase.h"
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#if defined( CLIENT_DLL )
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#define CWeaponRepairGun C_WeaponRepairGun
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#endif
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//=========================================================
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// Medikit Weapon
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//=========================================================
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class CWeaponRepairGun : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponRepairGun, CWeaponCombatUsedWithShieldBase );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponRepairGun( void );
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virtual void Precache();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual void WeaponIdle( void );
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virtual void PlayAttackAnimation( int activity );
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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virtual bool ComputeEMPFireState( void );
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virtual float GetTargetRange( void );
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virtual float GetStickRange( void );
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virtual float GetHealRate( void );
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virtual bool AppliesModifier( void ) { return true; }
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virtual bool TargetsPlayers( void ) { return true; }
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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// Stop all sounds being output.
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void StopRepairSound( bool bStopHealingSound = true, bool bStopNoTargetSound = true );
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// This is used to stop making particles when the entity goes dormant.
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
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// IClientNetworkable.
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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// IClientThinkable.
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public:
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virtual void ClientThink();
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#endif
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protected:
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virtual CBaseEntity *GetTargetToHeal( CBaseEntity *pCurHealing );
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virtual CBaseEntity *CheckVehicleTargets( CBaseEntity *pCurHealing );
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private:
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CBaseEntity* GetCurHealingTarget() { return m_hHealingTarget; }
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void RemoveHealingTarget();
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double m_flNextBuzzTime;
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float m_flHealEffectLifetime; // Count down until the healing effect goes off.
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#if !defined( CLIENT_DLL )
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CDamageModifier m_DamageModifier; // This attaches to whoever we're healing.
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#endif
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CNetworkVar( bool, m_bAttacking );
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protected:
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// Networked data.
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CNetworkVar( bool, m_bHealing );
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CNetworkHandle( CBaseEntity, m_hHealingTarget );
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#if defined( CLIENT_DLL )
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CSmartPtr<CSimpleEmitter> m_pEmitter;
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PMaterialHandle m_hParticleMaterial;
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TimedEvent m_PathParticleEvent;
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bool m_bPlayingSound;
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#endif
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private:
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CWeaponRepairGun( const CWeaponRepairGun & );
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};
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#endif // WEAPON_REPAIRGUN_H
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