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76 lines
2.3 KiB
76 lines
2.3 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Energy Ball Projectile
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//
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//=============================================================================
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#ifndef TF_PROJECTILE_ENERGY_BALL_H
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#define TF_PROJECTILE_ENERGY_BALL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_player.h"
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#include "tf_weaponbase_rocket.h"
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#include "iscorer.h"
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class CTFProjectile_EnergyBall : public CTFBaseRocket//, public IScorer
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{
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public:
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DECLARE_CLASS( CTFProjectile_EnergyBall, CTFBaseRocket );
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CTFProjectile_EnergyBall();
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~CTFProjectile_EnergyBall();
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// Creation.
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static CTFProjectile_EnergyBall *Create( const Vector &vecOrigin, const QAngle &vecAngles, const float fSpeed, const float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
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virtual void InitEnergyBall( const Vector &vecOrigin, const QAngle &vecAngles, const float fSpeed, const float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
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virtual void Spawn();
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virtual void Precache();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; }
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// IScorer interface
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virtual CBasePlayer *GetScorer( void );
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virtual CBasePlayer *GetAssistant( void ) { return NULL; }
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void SetScorer( CBaseEntity *pScorer );
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void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
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virtual bool CanHeadshot() { return false; }
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void ImpactSound( const char *pszSoundName, bool bLoudForAttacker = false );
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virtual void ImpactTeamPlayer( CTFPlayer *pOther ) {}
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void FadeOut( int iTime );
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void RemoveThink();
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virtual float GetDamage();
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virtual int GetDamageCustom();
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virtual int GetDamageType();
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virtual bool IsDeflectable() { return true; }
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virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
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void SetChargedShot( bool bCharged ) { m_bChargedShot = bCharged; }
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virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
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void SetColor( int idx, Vector vColor ) { if ( idx==1 ) m_vColor1=vColor; else m_vColor2=vColor; }
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const char *GetExplosionParticleName( void );
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private:
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CBaseHandle m_Scorer;
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CNetworkVar( bool, m_bChargedShot );
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CNetworkVector( m_vColor1 );
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CNetworkVector( m_vColor2 );
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protected:
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float m_flInitTime;
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};
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#endif //TF_PROJECTILE_ENERGY_BALL_H
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