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111 lines
3.3 KiB
111 lines
3.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Weapon Base Gun |
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// |
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//============================================================================= |
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#ifndef TF_WEAPONBASE_GUN_H |
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#define TF_WEAPONBASE_GUN_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_shareddefs.h" |
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#include "tf_weaponbase.h" |
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#define CREATE_SIMPLE_WEAPON_TABLE( WpnName, entityname ) \ |
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\ |
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IMPLEMENT_NETWORKCLASS_ALIASED( WpnName, DT_##WpnName ) \ |
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\ |
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BEGIN_NETWORK_TABLE( C##WpnName, DT_##WpnName ) \ |
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END_NETWORK_TABLE() \ |
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\ |
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BEGIN_PREDICTION_DATA( C##WpnName ) \ |
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END_PREDICTION_DATA() \ |
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\ |
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LINK_ENTITY_TO_CLASS( entityname, C##WpnName ); \ |
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PRECACHE_WEAPON_REGISTER( entityname ); |
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#if defined( CLIENT_DLL ) |
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#define CTFWeaponBaseGun C_TFWeaponBaseGun |
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#endif |
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#define ZOOM_CONTEXT "ZoomContext" |
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#define ZOOM_REZOOM_TIME 1.4f |
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//============================================================================= |
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// |
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// Weapon Base Melee Gun |
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// |
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class CTFWeaponBaseGun : public CTFWeaponBase |
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{ |
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public: |
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DECLARE_CLASS( CTFWeaponBaseGun, CTFWeaponBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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#if !defined( CLIENT_DLL ) |
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DECLARE_DATADESC(); |
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#endif |
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CTFWeaponBaseGun(); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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// Derived classes call this to fire a bullet. |
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//bool TFBaseGunFire( void ); |
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virtual void DoFireEffects(); |
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virtual bool ShouldDoMuzzleFlash( void ) { return true; } |
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void ToggleZoom( void ); |
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virtual int GetWeaponProjectileType( void ) const { return m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iProjectile; } |
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer ); |
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virtual void RemoveProjectileAmmo( CTFPlayer *pPlayer ); |
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virtual void ModifyProjectile( CBaseEntity* pProj ) {}; |
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virtual void FireBullet( CTFPlayer *pPlayer ); |
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CBaseEntity *FireRocket( CTFPlayer *pPlayer, int iRocketType=0 ); |
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CBaseEntity *FireNail( CTFPlayer *pPlayer, int iSpecificNail ); |
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virtual CBaseEntity *FirePipeBomb( CTFPlayer *pPlayer, int iPipeBombType ); |
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CBaseEntity *FireFlare( CTFPlayer *pPlayer ); |
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virtual CBaseEntity *FireArrow( CTFPlayer *pPlayer, ProjectileType_t projectileType ); |
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virtual CBaseEntity *FireJar( CTFPlayer *pPlayer ); |
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virtual CBaseEntity *FireFlameRocket( CTFPlayer *pPlayer ); |
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virtual CBaseEntity *FireEnergyBall( CTFPlayer *pPlayer, bool bRing=false ); |
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virtual bool HasLastShotCritical( void ); |
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virtual float GetWeaponSpread( void ); |
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virtual void GetCustomProjectileModel( CAttribute_String *attrCustomProjModel ); |
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virtual float GetProjectileSpeed( void ) { return 0.0f; } |
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virtual float GetProjectileGravity( void ) { return 0.f; } |
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virtual float GetProjectileSpread( void ) { return 0.0f; } |
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virtual int GetAmmoPerShot( void ); |
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void UpdatePunchAngles( CTFPlayer *pPlayer ); |
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virtual float GetProjectileDamage( void ); |
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virtual bool ShouldPlayFireAnim( void ) { return true; } |
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virtual void ZoomIn( void ); |
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virtual void ZoomOut( void ); |
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void ZoomOutIn( void ); |
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virtual void PlayWeaponShootSound( void ); |
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virtual bool HasPrimaryAmmo( void ); |
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virtual bool CanDeploy( void ); |
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virtual bool CanBeSelected( void ); |
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virtual bool ShouldRemoveDisguiseOnPrimaryAttack() const; |
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private: |
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CTFWeaponBaseGun( const CTFWeaponBaseGun & ); |
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}; |
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#endif // TF_WEAPONBASE_GUN_H
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