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106 lines
2.4 KiB
106 lines
2.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef TF_WEAPON_BUFF_ITEM_H |
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#define TF_WEAPON_BUFF_ITEM_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_weaponbase_melee.h" |
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#include "tf_item_wearable.h" |
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#include "GameEventListener.h" |
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#ifdef CLIENT_DLL |
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#include "c_tf_buff_banner.h" |
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#define CTFBuffItem C_TFBuffItem |
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class C_TFBuffBanner; |
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#endif |
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//============================================================================= |
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// |
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// Buff item weapon class. |
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// |
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enum EBuffItemTypes |
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{ |
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EBuffBanner = 1, |
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EBattalion, |
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EConcheror, |
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EParachute, |
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NUM_BUFF_ITEM_TYPES = EParachute |
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}; |
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enum EParachuteStates |
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{ |
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EParachuteDeployed, |
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EParachuteDeployed_Idle, |
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EParachuteRetracted, |
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EParachuteRetracted_Idle, |
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}; |
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class CTFBuffItem : public CTFWeaponBaseMelee |
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{ |
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public: |
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DECLARE_CLASS( CTFBuffItem, CTFWeaponBaseMelee ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFBuffItem(); |
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~CTFBuffItem(); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_BUFF_ITEM; } |
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virtual void Precache(); |
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virtual void PrimaryAttack(); |
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virtual void Equip( CBaseCombatCharacter *pOwner ) OVERRIDE; |
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virtual void Detach( void ) OVERRIDE; |
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void FireGameEvent( IGameEvent* event ); |
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virtual void CreateBanner(); |
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virtual bool SendWeaponAnim( int iActivity ); |
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void BlowHorn( void ); |
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void RaiseFlag( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual bool CanReload( void ); |
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virtual int GetBuffType() { int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type ); return iBuffType; } |
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#ifdef CLIENT_DLL |
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void SetBanner( C_TFBuffBanner* pNewBanner ) { m_hBannerEntity.Set( pNewBanner ); } |
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual void ClientThink( void ); |
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#endif |
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virtual void WeaponReset( void ); |
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float GetProgress( void ); |
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bool IsFull( void ); // same as GetProgress() without the division by 100.0f |
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const char* GetEffectLabelText( void ) { return "#TF_RAGE"; } |
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bool EffectMeterShouldFlash( void ); |
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protected: |
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#ifdef CLIENT_DLL |
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CHandle<C_TFBuffBanner> m_hBannerEntity; |
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int m_iBuffType; |
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#endif // CLIENT_DLL |
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private: |
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CTFBuffItem( const CTFBuffItem & ) {} |
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bool m_bPlayingHorn; |
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}; |
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#endif // TF_WEAPON_BUFF_ITEM_H
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