Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_WEAPON_TESLA_GUN_SHARED_H
#define _INCLUDED_ASW_WEAPON_TESLA_GUN_SHARED_H
#ifdef _WIN32
#pragma once
#endif
// Mining Laser
// "Weapon" that causes heat damage at short range. Can be used to blast through certain kinds of rocks.
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon_Tesla_Gun C_ASW_Weapon_Tesla_Gun
#else
#include "asw_weapon.h"
#endif
enum ASW_Weapon_TeslaGunFireState_t {
ASW_TG_FIRE_OFF,
ASW_TG_FIRE_DISCHARGE,
ASW_TG_FIRE_ATTACHED,
ASW_TG_NUM_FIRE_STATES
};
class CASW_Weapon_Tesla_Gun : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Tesla_Gun, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Tesla_Gun(void);
virtual void PrimaryAttack( void );
virtual void SecondaryAttack() { PrimaryAttack(); }
virtual bool SecondaryAttackUsesPrimaryAmmo() { return true; }
virtual void Precache( void );
virtual bool Reload( void );
virtual bool DestroyOnButtonRelease() { return true; } // whether this item should destroy on release of the fire button or not
#ifdef CLIENT_DLL
virtual void ClientThink( void );
virtual const char* GetPartialReloadSound( int iPart );
virtual void UpdateEffects();
virtual float GetLaserPointerRange( void ) { return 240; }// Give a chance for non-local weapons to update their effects on the client
#else
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool& bOldReload, bool& bOldAttack1 );
float m_fLastForcedFireTime;
#endif
virtual const float GetAutoAimAmount() { return AUTOAIM_2DEGREES; };
virtual bool ShouldFlareAutoaim() { return true; }
void WeaponIdle( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
void Drop( const Vector &vecVelocity );
virtual bool HasAmmo();
virtual bool ShouldMarineMoveSlow();
virtual float GetWeaponDamage( void );
virtual float GetWeaponRange( void ) { return 240; }
virtual Class_T Classify( void ) { return (Class_T)CLASS_ASW_TESLA_GUN; }
private:
void Attack( void );
void EndAttack( void );
void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
void SetFiringState( ASW_Weapon_TeslaGunFireState_t state );
void ShockEntity();
#ifdef GAME_DLL
void DoArcingShock( float flBaseDamage, CBaseEntity *pLastShocked );
#endif
bool ShockAttach( CBaseEntity *pEntity );
void ShockDetach();
#ifdef CLIENT_DLL
CUtlReference<CNewParticleEffect> m_pDischargeEffect;
#endif
CNetworkVar(unsigned char, m_FireState); // one of the ASW_Weapon_TeslaGunFireState_t enums
CNetworkVar(float, m_fSlowTime); // marine moves slow until this moment
CNetworkVar(EHANDLE, m_hShockEntity); // entity we're attached too and shocking
CNetworkVar(Vector, m_vecShockPos); // place we're zapping
float m_flLastDischargeTime;
trace_t m_AttackTrace;
float m_flLastShockTime;
};
#endif // _INCLUDED_ASW_WEAPON_TESLA_GUN_SHARED_H