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109 lines
2.8 KiB
109 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef WEAPON_LIMPETMINE_H |
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#define WEAPON_LIMPETMINE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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class CBeam; |
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#if defined( CLIENT_DLL ) |
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#define CWeaponLimpetmine C_WeaponLimpetmine |
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#else |
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#include "env_laserdesignation.h" |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Combination limpet mine & laser designator weapon |
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//----------------------------------------------------------------------------- |
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class CWeaponLimpetmine : public CBaseTFCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponLimpetmine, CBaseTFCombatWeapon ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponLimpetmine( void ); |
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virtual void UpdateOnRemove( void ); |
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virtual void Precache( void ); |
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virtual float GetFireRate( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual void ItemPostFrame( void ); |
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virtual void PrimaryAttack( void ); |
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virtual void WeaponIdle( void ); |
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virtual bool HasAnyAmmo( void ); |
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virtual void CleanupOnActStart( void ); |
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// Designation |
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void StartDesignating( void ); |
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void StopDesignating( void ); |
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void UpdateBeamTarget( ); |
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// Limpet counting |
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void DecrementLimpets( void ); |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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// Server DLL only |
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#if !defined( CLIENT_DLL ) |
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void DetonateDeployedLimpets( void ); |
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void RemoveDeployedLimpets( void ); |
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void ThrowLimpet( CBasePlayer *pPlayer, Vector vecSrc, Vector vecAiming ); |
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void ActivateBeam(); |
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void DesignateSentriesToAttack( CBaseEntity *pEntity ); |
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bool ValidDesignationTarget( CBaseEntity *pEntity ); |
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CBaseEntity *GetDesignatedEntity( CBaseTFPlayer *pPlayer ); // Visually highlight those limpets in player's view cone |
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public: |
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CHandle<CEnvLaserDesignation> m_hLaserDesignation; |
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#endif |
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// Client DLL only |
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#if defined( CLIENT_DLL ) |
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public: |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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virtual bool CanBeSelected( void ); |
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virtual void PreDataUpdate( DataUpdateType_t updateType ); |
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virtual void PostDataUpdate( DataUpdateType_t updateType ); |
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#endif |
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protected: |
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// Designation |
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bool m_bDesignating; |
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CNetworkHandle( CBaseEntity, m_hDesignatedEntity ); |
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EHANDLE m_hOldDesignatedEntity; |
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int m_eDesignatedEntityOriginalRenderFx; |
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int m_eDesignatedEntityOriginalRenderMode; |
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// Beam |
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CBeam *m_pBeam; |
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// Limpets |
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float m_flStartedLaunchingAt; |
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CNetworkVar( int, m_iDeployedLimpets ); |
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int m_flNextBuzzTime; |
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private: |
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CWeaponLimpetmine( const CWeaponLimpetmine & ); |
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}; |
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#endif // WEAPON_LIMPETMINE_H
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