Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _ASW_WEAPON_HEALGRENADE_H
#define _ASW_WEAPON_HEALGRENADE_H
#pragma once
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#include "c_asw_aoegrenade_projectile.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_HealGrenade C_ASW_Weapon_HealGrenade
#define CASW_Marine C_ASW_Marine
#else
#include "asw_weapon.h"
#include "asw_aoegrenade_projectile.h"
#endif
#include "asw_shareddefs.h"
#include "basegrenade_shared.h"
#ifdef CLIENT_DLL
class C_ASW_HealGrenade_Projectile : public C_ASW_AOEGrenade_Projectile
{
public:
DECLARE_CLASS( C_ASW_HealGrenade_Projectile, C_ASW_AOEGrenade_Projectile );
DECLARE_CLIENTCLASS();
virtual Color GetGrenadeColor( void );
virtual const char* GetIdleLoopSoundName( void ) { return "ASW_MedGrenade.ActiveLoop"; }
virtual const char* GetLoopSoundName( void ) { return "ASW_MedGrenade.BuffLoop"; }
virtual const char* GetStartSoundName( void ) { return "ASW_MedGrenade.StartBuff"; }
virtual const char* GetActivateSoundName( void ) { return "ASW_MedGrenade.GrenadeActivate"; }
virtual const char* GetPingEffectName( void ) { return "medgrenade_pulse"; }
virtual const char* GetArcEffectName( void ) { return "medgrenade_attach_arc"; }
virtual const char* GetArcAttachmentName( void ) { return "zipline"; }
virtual bool ShouldSpawnSphere( void ) { return true; }
virtual float GetSphereScale( void ) { return 0.9f; }
virtual int GetSphereSkin( void ) { return 1; }
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HEALGRENADE_PROJECTILE; }
};
#else
DECLARE_AUTO_LIST( IHealGrenadeAutoList );
class CASW_HealGrenade_Projectile : public CASW_AOEGrenade_Projectile, public IHealGrenadeAutoList
{
DECLARE_CLASS( CASW_HealGrenade_Projectile, CASW_AOEGrenade_Projectile );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
public:
CASW_HealGrenade_Projectile();
void Precache( void );
static CASW_AOEGrenade_Projectile* Grenade_Projectile_Create( const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseEntity *pOwner,
float flHealPerSecond, float flInfestationCureAmount, float flRadius, float flDuration, float flTotalHealAmount );
virtual float GetInfestationCureAmount( void );
virtual float GetGrenadeGravity( void );
virtual void OnBurnout( void );
virtual bool ShouldTouchEntity( CBaseEntity *pEntity );
virtual void DoAOE( CBaseEntity *pEntity );
virtual float GetDoAOEDelayTime( void ) { return 1.0f; }
IMPLEMENT_AUTO_LIST_GET(); // IHealGrenadeAutoList
CUtlVector< EHANDLE > m_hHealedEntities;
float m_flHealPerSecond;
float m_flInfestationCureAmount;
float m_flHealAmountLeft;
float m_flHealAmountTotal;
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HEALGRENADE_PROJECTILE; }
};
#endif
class CASW_Weapon_HealGrenade : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_HealGrenade, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual void Precache();
virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down
virtual bool Reload() { return false; }
virtual void PrimaryAttack();
float GetFireRate( void ) { return 3.0f; }
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
cone = Vector(0,0,0);
return cone;
}
#ifndef CLIENT_DLL
DECLARE_DATADESC();
virtual CASW_AOEGrenade_Projectile* CreateProjectile( const Vector &vecSrc, const QAngle &angles, const Vector &vecVel,
const AngularImpulse &rotSpeed, CBaseEntity *pOwner );
virtual const char* GetPickupClass() { return "asw_pickup_heal_grenade"; }
#else
#endif
virtual bool IsOffensiveWeapon() { return false; }
virtual bool OffhandActivate();
virtual float GetRefireTime( void );
float m_flSoonestPrimaryAttack;
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HEALGRENADE; }
};
#endif /* _ASW_WEAPON_HEALGRENADE_H */