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102 lines
2.6 KiB
102 lines
2.6 KiB
//========= 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 TF_DROPPED_WEAPON_H |
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#define TF_DROPPED_WEAPON_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#ifdef CLIENT_DLL |
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#define CTFDroppedWeapon C_TFDroppedWeapon |
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#endif // CLIENT_DLL |
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#ifdef GAME_DLL |
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class CTFPlayer; |
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#endif // GAME_DLL |
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DECLARE_AUTO_LIST( IDroppedWeaponAutoList ); |
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class CTFDroppedWeapon : public CBaseAnimating, public IDroppedWeaponAutoList |
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{ |
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public: |
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DECLARE_CLASS( CTFDroppedWeapon, CBaseAnimating ); |
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DECLARE_NETWORKCLASS(); |
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CTFDroppedWeapon(); |
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~CTFDroppedWeapon(); |
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virtual void Spawn() OVERRIDE; |
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#ifdef CLIENT_DLL |
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virtual void OnPreDataChanged( DataUpdateType_t updateType ) OVERRIDE; |
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE; |
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virtual void ClientThink() OVERRIDE; |
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// target id |
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virtual bool IsVisibleToTargetID( void ) const OVERRIDE; |
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// Draw Attachment models |
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virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo ); |
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virtual IMaterial *GetEconWeaponMaterialOverride( int iTeam ) OVERRIDE; |
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virtual void ModifyEmitSoundParams( EmitSound_t ¶ms ) OVERRIDE; |
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#endif // CLIENT_DLL |
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#ifdef GAME_DLL |
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static CTFDroppedWeapon *Create( CTFPlayer *pLastOwner, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszModelName, const CEconItemView *pItem ); |
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void InitDroppedWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, bool bSwap, bool bIsSuicide = false ); |
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void InitPickedUpWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon ); |
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void ChargeLevelDegradeThink(); |
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#endif // GAME_DLL |
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CEconItemView *GetItem() { return &m_Item; } |
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const CEconItemView *GetItem() const { return &m_Item; } |
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float GetChargeLevel( void ){ return m_flChargeLevel; } |
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private: |
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CNetworkVarEmbedded( CEconItemView, m_Item ); |
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CNetworkVar( float, m_flChargeLevel ); |
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#ifdef GAME_DLL |
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CHandle< CTFPlayer > m_hPlayer; |
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// preserve weapon ammo in the clip |
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void SetItem( const CEconItemView *pItem ); |
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// preserve ammo count |
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int m_nClip; |
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int m_nAmmo; |
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int m_nDetonated; |
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float m_flEnergy; |
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float m_flEffectBarRegenTime; |
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float m_flNextPrimaryAttack; |
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float m_flNextSecondaryAttack; |
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#endif // GAME_DLL |
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#ifdef CLIENT_DLL |
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void SetupParticleEffect(); |
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HPARTICLEFFECT m_effect; |
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CHandle< C_BaseAnimating > m_worldmodelStatTrakAddon; |
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void UpdateGlowEffect( void ); |
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void DestroyGlowEffect( void ); |
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CGlowObject *m_pGlowEffect; |
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bool m_bShouldGlowForLocalPlayer; |
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CUtlVector<AttachedModelData_t> m_vecAttachedModels; |
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float m_flOldChargeLevel; |
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#endif // CLIENT_DLL |
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}; |
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#endif // TF_DROPPED_WEAPON_H
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