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105 lines
2.8 KiB
105 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Weapon Base Melee |
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// |
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//============================================================================= |
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#ifndef TF_WEAPONBASE_MELEE_H |
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#define TF_WEAPONBASE_MELEE_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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#if defined( CLIENT_DLL ) |
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#define CTFWeaponBaseMelee C_TFWeaponBaseMelee |
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extern ConVar cl_crosshair_file; |
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#endif |
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//============================================================================= |
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// |
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// Weapon Base Melee Class |
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// |
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class CTFWeaponBaseMelee : public CTFWeaponBase |
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{ |
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public: |
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DECLARE_CLASS( CTFWeaponBaseMelee, 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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CTFWeaponBaseMelee(); |
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// We say yes to this so the weapon system lets us switch to it. |
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virtual bool HasPrimaryAmmo() { return true; } |
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virtual bool CanBeSelected() { return true; } |
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virtual void Precache(); |
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virtual void ItemPreFrame(); |
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virtual void ItemPostFrame(); |
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virtual void Spawn(); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack(); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_NONE; } |
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virtual int GetSwingRange( void ); |
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virtual void WeaponReset( void ); |
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virtual bool CanHolster( void ) const; |
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virtual bool CalcIsAttackCriticalHelper( void ); |
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virtual bool CalcIsAttackCriticalHelperNoCrits( void ); |
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virtual void DoViewModelAnimation( void ); |
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virtual bool DoSwingTrace( trace_t &trace ); |
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virtual void Smack( void ); |
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virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace ); |
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virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace, float flDamageMod ); |
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virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage ); |
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#ifndef CLIENT_DLL |
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virtual float GetForceScale( void ); |
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virtual int GetDamageCustom( void ) { return TF_DMG_CUSTOM_NONE; } |
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#endif |
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// Call when we hit an entity. Use for special weapon effects on hit. |
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virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info ); |
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virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer ); |
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bool ConnectedHit( void ) { return m_bConnected; } |
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virtual char const *GetShootSound( int iIndex ) const; |
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public: |
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CTFWeaponInfo *m_pWeaponInfo; |
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protected: |
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virtual void Swing( CTFPlayer *pPlayer ); |
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protected: |
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float m_flSmackTime; |
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bool m_bConnected; |
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bool m_bMiniCrit; |
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#ifdef GAME_DLL |
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CUtlVector< CHandle< CTFPlayer > > m_potentialVictimVector; |
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#endif |
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private: |
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bool DoSwingTraceInternal( trace_t &trace, bool bCleave, CUtlVector< trace_t >* pTargetTraceVector ); |
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bool OnSwingHit( trace_t &trace ); |
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CTFWeaponBaseMelee( const CTFWeaponBaseMelee & ) {} |
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}; |
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#endif // TF_WEAPONBASE_MELEE_H
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