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66 lines
1.6 KiB
66 lines
1.6 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_MECHANICAL_ARM_H |
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#define TF_WEAPON_MECHANICAL_ARM_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_gun.h" |
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#include "tf_shareddefs.h" |
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#include "tf_viewmodel.h" |
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#ifdef CLIENT_DLL |
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#define CTFMechanicalArm C_TFMechanicalArm |
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#endif |
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//============================================================================= |
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// |
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// Mechanical Arm class. |
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// |
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class CTFMechanicalArm : public CTFWeaponBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CTFMechanicalArm, CTFWeaponBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFMechanicalArm(); |
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~CTFMechanicalArm(); |
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virtual void Precache(); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack( void ); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_MECHANICAL_ARM; } |
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virtual int GetCustomDamageType( ) const { return TF_DMG_CUSTOM_PLASMA; } |
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virtual int GetAmmoPerShot( void ); |
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virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState ); |
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#ifdef CLIENT_DLL |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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#endif // CLIENT_DLL |
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private: |
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bool ShockAttack( void ); |
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#ifdef GAME_DLL |
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bool IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget ); |
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void ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget ); |
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#else |
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void StopParticleBeam( ); |
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void UpdateParticleBeam(); |
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HPARTICLEFFECT m_pParticleBeamEffect; |
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HPARTICLEFFECT m_pParticleBeamSpark; |
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C_BaseEntity *m_pEffectOwner; |
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#endif // CLIENT_DLL |
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}; |
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#endif // TF_WEAPON_MECHANICAL_ARM_H
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