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. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_BUILDER_H
#define WEAPON_BUILDER_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_combat_usedwithshieldbase.h"
class CBaseObject;
//=========================================================
// Builder Weapon
//=========================================================
class CWeaponBuilder : public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponBuilder, CWeaponCombatUsedWithShieldBase );
public:
CWeaponBuilder();
virtual void UpdateOnRemove( void );
DECLARE_SERVERCLASS();
virtual void Precache( void );
virtual bool CanDeploy( void );
virtual bool CanHolster( void );
virtual CBaseCombatWeapon *GetLastWeapon( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void WeaponIdle( void );
virtual bool Deploy( void );
virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
void SetCurrentState( int iState );
void SetCurrentObject( int iObject );
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
virtual void Equip( CBaseCombatCharacter *pOwner );
// Add a new object type to the list of objects this builder weapon can build
void AddBuildableObject( int iObjectType );
// Placement
void StartPlacement( void );
void StopPlacement( void );
bool UpdatePlacement( void );
// Building
void StartBuilding( void );
void StoppedBuilding( int iObjectType );
bool IsBuilding( void );
void FinishedObject( void );
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual bool ShouldShowControlPanels( void );
private:
void PerformModifications( CBaseObject* pObject );
public:
CNetworkVar( int, m_iBuildState );
CNetworkVar( unsigned int, m_iCurrentObject );
int m_iCurrentObjectID;
CNetworkVar( int, m_iCurrentObjectState );
// Objects that this builder can build
CNetworkArray( bool, m_bObjectValidity, OBJ_LAST );
// Buildability of each object
CNetworkArray( bool, m_bObjectBuildability, OBJ_LAST );
// Build data for the current object, propagated when the player starts to build it
CNetworkVar( float, m_flStartTime );
CNetworkVar( float, m_flTotalTime );
float m_flLastRepairTime;
CNetworkHandle( CBaseObject, m_hObjectBeingBuilt );
};
#endif // WEAPON_BUILDER_H