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 Ball Projectile
//
//=============================================================================
#ifndef TF_PROJECTILE_ENERGY_BALL_H
#define TF_PROJECTILE_ENERGY_BALL_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_player.h"
#include "tf_weaponbase_rocket.h"
#include "iscorer.h"
class CTFProjectile_EnergyBall : public CTFBaseRocket//, public IScorer
{
public:
DECLARE_CLASS( CTFProjectile_EnergyBall, CTFBaseRocket );
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
CTFProjectile_EnergyBall();
~CTFProjectile_EnergyBall();
// Creation.
static CTFProjectile_EnergyBall *Create( const Vector &vecOrigin, const QAngle &vecAngles, const float fSpeed, const float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
virtual void InitEnergyBall( const Vector &vecOrigin, const QAngle &vecAngles, const float fSpeed, const float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
virtual void Spawn();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; }
// IScorer interface
virtual CBasePlayer *GetScorer( void );
virtual CBasePlayer *GetAssistant( void ) { return NULL; }
void SetScorer( CBaseEntity *pScorer );
void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
virtual bool CanHeadshot() { return false; }
void ImpactSound( const char *pszSoundName, bool bLoudForAttacker = false );
virtual void ImpactTeamPlayer( CTFPlayer *pOther ) {}
void FadeOut( int iTime );
void RemoveThink();
virtual float GetDamage();
virtual int GetDamageCustom();
virtual int GetDamageType();
virtual bool IsDeflectable() { return true; }
virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
void SetChargedShot( bool bCharged ) { m_bChargedShot = bCharged; }
virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
void SetColor( int idx, Vector vColor ) { if ( idx==1 ) m_vColor1=vColor; else m_vColor2=vColor; }
const char *GetExplosionParticleName( void );
private:
CBaseHandle m_Scorer;
CNetworkVar( bool, m_bChargedShot );
CNetworkVector( m_vColor1 );
CNetworkVector( m_vColor2 );
protected:
float m_flInitTime;
};
#endif //TF_PROJECTILE_ENERGY_BALL_H