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143 lines
3.5 KiB
143 lines
3.5 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_SWORD_H |
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#define TF_WEAPON_SWORD_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_melee.h" |
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#ifdef GAME_DLL |
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#include "GameEventListener.h" |
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#else |
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#include "tf_viewmodel.h" |
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#include "bone_setup.h" |
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#include "tf_wearable_item_demoshield.h" |
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#endif |
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#ifdef CLIENT_DLL |
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#define CTFSword C_TFSword |
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#define CTFKatana C_TFKatana |
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#endif |
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//============================================================================= |
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// |
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// Decapitation melee weapon base class. |
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// |
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#ifdef GAME_DLL |
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class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee, public CGameEventListener |
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#else |
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class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee |
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#endif |
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{ |
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public: |
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DECLARE_CLASS( CTFDecapitationMeleeWeaponBase, CTFWeaponBaseMelee ); |
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CTFDecapitationMeleeWeaponBase(); |
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virtual void Precache( void ); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SWORD; } |
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virtual int GetCustomDamageType() const { return TF_DMG_CUSTOM_DECAPITATION; } |
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virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage ); |
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virtual Activity TranslateViewmodelHandActivityInternal( Activity actBase ); |
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virtual bool CanDecapitate( void ); |
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virtual void SetupGameEventListeners( void ); |
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virtual void OnDecapitation( CTFPlayer *pDeadPlayer ) {} |
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#ifdef GAME_DLL |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
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virtual void FireGameEvent( IGameEvent *event ); |
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#endif |
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#ifdef CLIENT_DLL |
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virtual void UpdateAttachmentModels( void ); |
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ); |
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#endif // CLIENT_DLL |
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protected: |
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bool m_bHolstering; |
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private: |
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#ifdef CLIENT_DLL |
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EHANDLE m_hShield; |
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#endif // CLIENT_DLL |
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}; |
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//============================================================================= |
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// |
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// Sword class. (Consumes heads for speed/health bonus.) |
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// |
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class CTFSword : public CTFDecapitationMeleeWeaponBase |
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{ |
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public: |
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DECLARE_CLASS( CTFSword, CTFDecapitationMeleeWeaponBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFSword() {} |
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virtual ~CTFSword() {} |
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virtual void WeaponReset( void ); |
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virtual float GetSwordSpeedMod( void ); |
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virtual int GetSwordHealthMod(); |
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virtual int GetSwingRange( void ); |
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virtual void OnDecapitation( CTFPlayer *pDeadPlayer ); |
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virtual bool Deploy( void ); |
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float GetProgress( void ) { return 0.f; } |
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int GetCount( void ); |
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const char* GetEffectLabelText( void ) { return "#TF_BERZERK"; } |
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#ifdef CLIENT_DLL |
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virtual void WeaponIdle( void ); |
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#endif |
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private: |
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CTFSword( const CTFSword& ) {} |
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#ifdef CLIENT_DLL |
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float m_flNextIdleWavRoll; |
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int m_iPrevWavDecap; |
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#endif |
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}; |
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//============================================================================= |
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// |
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// Sword class. (On head-take causes short-term soldier buff effects.) |
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// |
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class CTFKatana : public CTFDecapitationMeleeWeaponBase |
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{ |
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public: |
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DECLARE_CLASS( CTFKatana, CTFDecapitationMeleeWeaponBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFKatana(); |
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virtual ~CTFKatana() {} |
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virtual bool Deploy( void ); |
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virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage ); |
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virtual void OnDecapitation( CTFPlayer *pDeadPlayer ); |
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virtual int GetActivityWeaponRole() const OVERRIDE; |
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protected: |
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virtual int GetSkinOverride() const; |
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private: |
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CNetworkVar( bool, m_bIsBloody ); |
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}; |
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#endif // TF_WEAPON_SWORD_H
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