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196 lines
5.2 KiB
196 lines
5.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// TF Rocket Launcher |
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// |
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//============================================================================= |
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#ifndef TF_WEAPON_ROCKETLAUNCHER_H |
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#define TF_WEAPON_ROCKETLAUNCHER_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_weaponbase_rocket.h" |
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#include "tf_weapon_sniperrifle.h" |
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#ifdef CLIENT_DLL |
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#include "particle_property.h" |
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#endif |
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// Client specific. |
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#ifdef CLIENT_DLL |
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#define CTFRocketLauncher C_TFRocketLauncher |
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#define CTFRocketLauncher_DirectHit C_TFRocketLauncher_DirectHit |
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#define CTFRocketLauncher_AirStrike C_TFRocketLauncher_AirStrike |
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#define CTFRocketLauncher_Mortar C_TFRocketLauncher_Mortar |
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#define CTFCrossbow C_TFCrossbow |
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#endif // CLIENT_DLL |
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//============================================================================= |
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// |
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// TF Weapon Rocket Launcher. |
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// |
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class CTFRocketLauncher : public CTFWeaponBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CTFRocketLauncher, CTFWeaponBaseGun ); |
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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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CTFRocketLauncher(); |
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~CTFRocketLauncher(); |
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#ifndef CLIENT_DLL |
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virtual void Precache(); |
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#endif |
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virtual void ModifyEmitSoundParams( EmitSound_t ¶ms ); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; } |
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virtual void Misfire( void ); |
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer ); |
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virtual void ItemPostFrame( void ); |
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virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity ); |
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virtual int GetWeaponProjectileType( void ) const OVERRIDE; |
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virtual bool IsBlastImpactWeapon( void ) const { return !IsEnergyWeapon(); } |
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virtual bool CheckReloadMisfire( void ) OVERRIDE; |
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virtual bool ShouldBlockPrimaryFire() OVERRIDE; |
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#ifdef CLIENT_DLL |
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virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex ); |
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#endif |
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private: |
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float m_flShowReloadHintAt; |
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// Since the ammo in the clip can be predicted/networked out of order from when the reload sound happens |
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// We need to keep track of this invividually on client and server to modify the pitch |
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int m_nReloadPitchStep; |
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#ifdef GAME_DLL |
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int m_iConsecutiveCrits; |
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bool m_bIsOverloading; |
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#endif |
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CTFRocketLauncher( const CTFRocketLauncher & ) {} |
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}; |
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// ------------------------------------------------------------------------------------------------------------------------ |
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class CTFRocketLauncher_DirectHit : public CTFRocketLauncher |
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{ |
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public: |
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DECLARE_CLASS( CTFRocketLauncher_DirectHit, CTFRocketLauncher ); |
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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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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT; } |
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}; |
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// ------------------------------------------------------------------------------------------------------------------------ |
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class CTFRocketLauncher_AirStrike : public CTFRocketLauncher |
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{ |
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public: |
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DECLARE_CLASS( CTFRocketLauncher_AirStrike, CTFRocketLauncher ); |
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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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CTFRocketLauncher_AirStrike(); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; } |
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const char* GetEffectLabelText( void ) { return "#TF_KILLS"; } |
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virtual int GetCount( void ); |
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#ifdef GAME_DLL |
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virtual void OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info ); |
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#endif |
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}; |
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// ------------------------------------------------------------------------------------------------------------------------ |
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class CTFRocketLauncher_Mortar : public CTFRocketLauncher |
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{ |
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public: |
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DECLARE_CLASS( CTFRocketLauncher_Mortar, CTFRocketLauncher ); |
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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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//CTFRocketLauncher_Mortar(); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; } |
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer ); |
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virtual void SecondaryAttack( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void ItemBusyFrame( void ); |
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private: |
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void RedirectRockets(); |
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#ifdef GAME_DLL |
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CUtlVector< EHANDLE > m_vecRockets; |
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#endif // GAME_DLL |
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}; |
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// ------------------------------------------------------------------------------------------------------------------------ |
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class CTFCrossbow : public CTFRocketLauncher |
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{ |
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public: |
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DECLARE_CLASS( CTFCrossbow, CTFRocketLauncher ); |
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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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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) OVERRIDE; |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_CROSSBOW; } |
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virtual void SecondaryAttack( void ); |
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virtual float GetProjectileSpeed( void ); |
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virtual float GetProjectileGravity( void ); |
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virtual bool IsViewModelFlipped( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void ModifyProjectile( CBaseEntity* pProj ); |
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virtual void WeaponRegenerate( void ); |
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float GetProgress( void ); |
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const char* GetEffectLabelText( void ) { return "#TF_BOLT"; } |
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CNetworkVar( float, m_flRegenerateDuration ); |
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CNetworkVar( float, m_flLastUsedTimestamp ); |
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private: |
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bool m_bMilkNextAttack; |
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}; |
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#endif // TF_WEAPON_ROCKETLAUNCHER_H
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