Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Energy Ring Projectile
//
//=============================================================================
#ifndef TF_PROJECTILE_ENERGY_RING_H
#define TF_PROJECTILE_ENERGY_RING_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#else
#include "tf_player.h"
#endif
#include "tf_projectile_base.h"
#include "tf_weapon_flamethrower.h"
#ifdef CLIENT_DLL
#define CTFProjectile_EnergyRing C_TFProjectile_EnergyRing
#endif
class CTFProjectile_EnergyRing : public CTFBaseProjectile
{
public:
DECLARE_CLASS( CTFProjectile_EnergyRing, CTFBaseProjectile );
DECLARE_NETWORKCLASS();
CTFProjectile_EnergyRing();
virtual const char* GetProjectileModelName( void );
virtual float GetGravity( void );
// Creation.
static CTFProjectile_EnergyRing *Create( CTFWeaponBaseGun *pLauncher, const Vector& vecOrigin, const QAngle& vecAngles, float fSpeed, float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL, Vector vColor1=vec3_origin, Vector vColor2=vec3_origin, bool bCritical=false );
virtual void Spawn();
virtual void Precache();
virtual int GetWeaponID( void ) const { return ShouldPenetrate() ? TF_WEAPON_RAYGUN : TF_WEAPON_DRG_POMSON; }
#ifdef GAME_DLL
virtual void ProjectileTouch( CBaseEntity *pOther ) OVERRIDE;
virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ) OVERRIDE;
#else
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
#endif
virtual bool CanHeadshot() { return false; }
virtual void ImpactTeamPlayer( CTFPlayer *pOther ) {}
virtual float GetDamage();
virtual int GetDamageCustom() { return TF_DMG_CUSTOM_PLASMA; }
virtual bool IsDeflectable() { return false; }
void SetColor( int idx, Vector vColor ) { if ( idx==1 ) m_vColor1=vColor; else m_vColor2=vColor; }
float GetInitialVelocity( void );
private:
bool ShouldPenetrate() const;
const char* GetTrailParticleName() const;
Vector m_vColor1;
Vector m_vColor2;
Vector m_vecPrevPos;
#ifdef GAME_DLL
CUtlVector<EHANDLE> m_vecHitEnemies;
void PlayImpactEffects( const Vector& vecPos, bool bHitFlesh );
#endif
protected:
float m_flInitTime;
};
#endif //TF_PROJECTILE_ENERGY_RING_H