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117 lines
3.1 KiB
117 lines
3.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef TF_WEAPON_COMPOUND_BOW_H |
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#define TF_WEAPON_COMPOUND_BOW_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_weaponbase_gun.h" |
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#include "tf_weapon_pipebomblauncher.h" |
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// Client specific. |
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#ifdef CLIENT_DLL |
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#define CTFCompoundBow C_TFCompoundBow |
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#else |
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class CTFProjectile_Arrow; |
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#endif |
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//============================================================================= |
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// |
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// TF Weapon Bow |
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// |
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class CTFCompoundBow : public CTFPipebombLauncher |
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{ |
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public: |
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DECLARE_CLASS( CTFCompoundBow, CTFPipebombLauncher ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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// Server specific. |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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#endif |
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CTFCompoundBow(); |
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~CTFCompoundBow() {} |
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virtual void Precache( void ); |
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virtual void WeaponReset( void ); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_COMPOUND_BOW; } |
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virtual void PrimaryAttack(); |
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virtual void LaunchGrenade( void ); |
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virtual bool CalcIsAttackCriticalHelper(); |
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virtual float GetChargeMaxTime( void ); |
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virtual float GetCurrentCharge( void ); |
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virtual float GetProjectileDamage( void ); |
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virtual float GetProjectileSpeed( void ); |
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virtual float GetProjectileGravity( void ); |
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virtual void AddPipeBomb( CTFGrenadePipebombProjectile *pBomb ); |
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virtual bool DetonateRemotePipebombs( bool bFizzle ); |
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virtual void SecondaryAttack( void ); |
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virtual void LowerBow( void ); |
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virtual bool Reload( void ); |
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virtual bool OwnerCanJump( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual bool SendWeaponAnim( int iActivity ); |
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virtual void ItemPostFrame( void ); |
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virtual float GetChargeForceReleaseTime( void ) { return 5.0f; } |
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virtual void ForceLaunchGrenade( void ); |
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virtual bool ShouldDoMuzzleFlash( void ) { return false; } |
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virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f ); |
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void ApplyRefireSpeedModifications( float &flBaseRef ); |
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// The bow doesn't actually reload, it instead uses the AE_WPN_INCREMENTAMMO anim event in the fire to reload the clip. |
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virtual bool CanReload( void ){ return false; } |
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virtual bool CanPickupOtherWeapon() const { return m_flChargeBeginTime == 0.f; } |
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#ifdef CLIENT_DLL |
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virtual void OnDataChanged( DataUpdateType_t type ); |
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virtual void UpdateOnRemove( void ); |
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#endif |
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void SetArrowAlight( bool bAlight ); |
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private: |
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#ifdef CLIENT_DLL |
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virtual void StartBurningEffect( void ); |
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virtual void StopBurningEffect( void ); |
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#else |
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#ifdef STAGING_ONLY |
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void CreateExtraArrow( CTFProjectile_Arrow* pMainArrow, const QAngle& qSpreadAngles, float flSpeed ); |
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float GetRandomSpreadOffset( int iArrowMasteryLevel ); |
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#endif // STAGING_ONLY |
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#endif |
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private: |
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float m_flLastDenySoundTime; |
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CNetworkVar( bool, m_bNoFire ); |
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CNetworkVar( bool, m_bArrowAlight ); |
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#ifdef CLIENT_DLL |
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EHANDLE m_hParticleEffectOwner; |
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HPARTICLEFFECT m_pBurningArrowEffect; |
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#endif |
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CTFCompoundBow( const CTFCompoundBow & ) {} |
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}; |
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#endif // TF_WEAPON_COMPOUND_BOW_H
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