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107 lines
3.0 KiB
107 lines
3.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// TF Particle Cannon |
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// |
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//============================================================================= |
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#ifndef TF_WEAPON_PARTICLE_CANNON_H |
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#define TF_WEAPON_PARTICLE_CANNON_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_weaponbase_rocket.h" |
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#include "tf_weapon_sniperrifle.h" |
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#include "tf_weapon_rocketlauncher.h" |
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#ifdef CLIENT_DLL |
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#include "particle_property.h" |
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#endif |
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// Client specific. |
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#ifdef CLIENT_DLL |
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#define CTFParticleCannon C_TFParticleCannon |
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#endif |
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#define TF_PARTICLE_MAX_CHARGE_TIME 2.f |
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class CTFParticleCannon : public CTFRocketLauncher |
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{ |
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public: |
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DECLARE_CLASS( CTFParticleCannon, CTFRocketLauncher ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CTFParticleCannon(); |
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// Server specific. |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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virtual void Precache(); |
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#endif |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; } |
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virtual float GetProjectileSpeed( void ); |
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virtual float GetProjectileGravity( void ); |
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virtual bool IsViewModelFlipped( void ); |
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const char* GetEffectLabelText( void ) { return "#TF_MANGLER"; } |
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float GetProgress( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual bool Deploy( void ); |
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virtual void WeaponReset( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void PrimaryAttack( void ); |
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virtual void SecondaryAttack( void ); |
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virtual void FireChargedShot(); |
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virtual void ModifyProjectile( CBaseEntity* pProj ); |
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virtual void PlayWeaponShootSound( void ); |
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virtual const char *GetMuzzleFlashParticleEffect( void ); |
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virtual bool IsEnergyWeapon( void ) const { return true; } |
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virtual bool ShouldPlayFireAnim( void ) { return !m_bChargedShot; } |
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#ifdef CLIENT_DLL |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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void StartEffects( void ); |
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void ClientEffectsThink( void ); |
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void CreateChargeEffect( void ); |
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virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt ); |
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virtual bool ShouldPlayClientReloadSound() { return true; } |
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virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex ); |
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#endif |
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virtual char const* GetShootSound( int iIndex ) const; |
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// Charged shot support. |
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virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; } |
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virtual float GetChargeMaxTime( void ) { return TF_PARTICLE_MAX_CHARGE_TIME; } |
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virtual float GetChargeForceReleaseTime( void ) { return GetChargeMaxTime(); } |
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virtual float Energy_GetShotCost( void ) const { return 5.f; } |
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virtual float Energy_GetRechargeCost( void ) const { return 5.f; } |
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bool CanChargeFire( void ) { if (Energy_FullyCharged() && (m_flChargeBeginTime<=0)) return true; else return false; } |
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virtual bool OwnerCanTaunt( void ); |
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private: |
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CNetworkVar( float, m_flChargeBeginTime ); |
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CNetworkVar( int, m_iChargeEffect ); |
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bool m_bChargedShot; |
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#ifdef CLIENT_DLL |
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bool m_bEffectsThinking; |
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int m_iChargeEffectBase; |
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#endif |
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}; |
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#endif // TF_WEAPON_PARTICLE_CANNON_H
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