Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

327 lines
10 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_FLAMETHROWER_H
#define TF_WEAPON_FLAMETHROWER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weaponbase_rocket.h"
#ifdef STAGING_ONLY
#include "tf_weapon_jar.h"
#endif // STAGING_ONLY
// Client specific.
#ifdef CLIENT_DLL
#include "particlemgr.h"
#include "particle_util.h"
#include "particles_simple.h"
#include "c_tf_projectile_rocket.h"
#define CTFFlameThrower C_TFFlameThrower
#define CTFFlameRocket C_TFFlameRocket
#ifdef STAGING_ONLY
#define CTFProjectile_Napalm C_TFProjectile_Napalm
#endif // STAGING_ONLY
#else
#include "tf_projectile_rocket.h"
#include "baseentity.h"
#include "iscorer.h"
#endif
enum FlameThrowerState_t
{
// Firing states.
FT_STATE_IDLE = 0,
FT_STATE_STARTFIRING,
FT_STATE_FIRING,
FT_STATE_SECONDARY,
};
enum EFlameThrowerAirblastFunction
{
TF_FUNCTION_AIRBLAST_PUSHBACK = 0x01,
TF_FUNCTION_AIRBLAST_PUT_OUT_TEAMMATES = 0x02,
TF_FUNCTION_AIRBLAST_REFLECT_PROJECTILES = 0x04,
TF_FUNCTION_AIRBLAST_PUSHBACK__STUN = 0x08, // dependent on TF_FUNCTION_AIRBLAST_PUSHBACK
TF_FUNCTION_AIRBLAST_PUSHBACK__VIEW_PUNCH = 0x10, // dependent on TF_FUNCTION_AIRBLAST_PUSHBACK
};
//=========================================================
// Flamethrower Weapon
//=========================================================
#ifdef GAME_DLL
class CTFFlameThrower : public CTFWeaponBaseGun, public CGameEventListener
#else
class CTFFlameThrower : public CTFWeaponBaseGun
#endif // GAME_DLL
{
DECLARE_CLASS( CTFFlameThrower, CTFWeaponBaseGun );
public:
DECLARE_DATADESC();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFFlameThrower();
~CTFFlameThrower();
virtual void Spawn( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAMETHROWER; }
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Lower( void );
virtual void WeaponReset( void );
virtual void DestroySounds( void );
virtual void Precache( void );
bool CanAirBlast() const;
bool SupportsAirBlastFunction( EFlameThrowerAirblastFunction eFunction ) const;
void FireAirBlast( int iAmmoPerShot );
float GetSpinUpTime( void ) const;
virtual bool IsFiring( void ) const OVERRIDE { return m_iWeaponState == FT_STATE_FIRING; }
void SetWeaponState( int nWeaponState );
void UseRage( void );
Vector GetVisualMuzzlePos();
Vector GetFlameOriginPos();
void IncrementFlameDamageCount( void );
void DecrementFlameDamageCount( void );
void IncrementActiveFlameCount( void );
void DecrementActiveFlameCount( void );
void ResetFlameHitCount( void );
virtual int GetBuffType() { int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type ); return iBuffType; }
float GetProgress( void );
bool IsRageFull( void ); // same as GetProgress() without the division by 100.0f
const char* GetEffectLabelText( void ) { return "#TF_PYRORAGE"; }
bool EffectMeterShouldFlash( void );
virtual bool Deploy( void );
#if defined( CLIENT_DLL )
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void UpdateOnRemove( void );
virtual void SetDormant( bool bDormant );
virtual int GetWorldModelIndex( void );
// Start/stop flame sound and particle effects
void StartFlame();
void StopFlame( bool bAbrupt = false );
virtual void RestartParticleEffect();
virtual const char* FlameEffectName( bool bIsFirstPersonView );
virtual const char* FlameCritEffectName( bool bIsFirstPersonView );
virtual const char* FullCritChargedEffectName( void );
void ClientEffectsThink( void );
// constant pilot light sound
void StartPilotLight();
void StopPilotLight();
void StopFullCritEffect();
// burning sound when you hit a player/building
void StopHitSound();
float GetFlameHitRatio( void );
#else
void SetHitTarget( void );
void HitTargetThink( void );
virtual Vector GetDeflectionSize();
virtual bool DeflectPlayer( CTFPlayer *pTarget, CTFPlayer *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize );
virtual bool DeflectEntity( CBaseEntity *pTarget, CTFPlayer *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize );
virtual void PlayDeflectionSound( bool bPlayer );
#endif
#ifdef STAGING_ONLY
bool RocketPackCanActivate( int nAmmoCost );
bool RocketPackLaunch( int nAmmoCost );
bool ShootsNapalm( void );
#endif // STAGING_ONLY
virtual void FireGameEvent( IGameEvent *event );
void CalculateHalloweenSpell( void );
private:
Vector GetMuzzlePosHelper( bool bVisualPos );
CNetworkVar( int, m_iWeaponState );
CNetworkVar( bool, m_bCritFire );
CNetworkVar( bool, m_bHitTarget );
CNetworkVar( int, m_iActiveFlames ); // Number of flames we have in the world
CNetworkVar( int, m_iDamagingFlames ); // Number of flames that have done damage
CNetworkVar( float, m_flChargeBeginTime );
CNetworkVar( float, m_flSpinupBeginTime );
CNetworkVar( bool, m_bHasHalloweenSpell );
float m_flStartFiringTime;
float m_flNextPrimaryAttackAnim;
int m_iParticleWaterLevel;
float m_flAmmoUseRemainder;
float m_flResetBurstEffect;
bool m_bFiredSecondary;
bool m_bFiredBothAttacks;
#if defined( CLIENT_DLL )
CSoundPatch *m_pFiringStartSound;
CSoundPatch *m_pFiringLoop;
CSoundPatch *m_pFiringAccuracyLoop;
CSoundPatch *m_pFiringHitLoop;
bool m_bFiringLoopCritical;
bool m_bFiringHitTarget;
CSoundPatch *m_pPilotLightSound;
CSoundPatch *m_pSpinUpSound;
float m_flFlameHitRatio;
float m_flPrevFlameHitRatio;
const char *m_szAccuracySound;
bool m_bEffectsThinking;
bool m_bFullRageEffect;
class FlameEffect_t
{
public:
FlameEffect_t( CTFWeaponBase* pOwner ) : m_pFlameEffect(NULL), m_pOwner(pOwner), m_hEffectWeapon(NULL)
{}
void StartEffects( const char* pszEffectName);
bool StopEffects();
private:
CNewParticleEffect* m_pFlameEffect;
CTFWeaponBase* m_pOwner;
EHANDLE m_hEffectWeapon;
};
FlameEffect_t m_FlameEffects;
FlameEffect_t m_MmmmphEffect;
#else
float m_flTimeToStopHitSound;
#endif
CTFFlameThrower( const CTFFlameThrower & );
};
//-----------------------------------------------------------------------------
// Flame rocket. Not used in TF2, but is a part of data tables in demos and
// must live on forever.
//-----------------------------------------------------------------------------
class CTFFlameRocket : public CTFBaseRocket
{
DECLARE_CLASS( CTFFlameRocket, CTFBaseRocket );
public:
DECLARE_NETWORKCLASS();
};
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
DECLARE_AUTO_LIST( ITFFlameEntityAutoList );
class CTFFlameEntity : public CBaseEntity, public ITFFlameEntityAutoList
{
DECLARE_CLASS( CTFFlameEntity, CBaseEntity );
public:
CTFFlameEntity();
virtual void Spawn( void );
public:
static CTFFlameEntity *Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, float flSpeed, int iDmgType, float m_flDmgAmount, bool bAlwaysCritFromBehind, bool bRandomize=true );
void FlameThink( void );
void SetCritFromBehind( bool bState ) { m_bCritFromBehind = bState; }
bool IsEntityAttacker( CBaseEntity *pEnt ) { return m_hAttacker.Get() == pEnt; }
private:
void RemoveFlame();
void OnCollide( CBaseEntity *pOther );
void OnCollideWithTeammate( CTFPlayer *pPlayer );
void SetHitTarget( void );
bool IsBehindTarget( CBaseEntity *pTarget );
float DotProductToTarget( CBaseEntity *pTarget );
void UpdateFlameThrowerHitRatio( void );
float GetFlameFloat( void );
float GetFlameDrag( void );
Vector m_vecInitialPos; // position the flame was fired from
Vector m_vecPrevPos; // position from previous frame
Vector m_vecBaseVelocity; // base velocity vector of the flame (ignoring rise effect)
Vector m_vecAttackerVelocity; // velocity of attacking player at time flame was fired
float m_flTimeRemove; // time at which the flame should be removed
int m_iDmgType; // damage type
float m_flDmgAmount; // amount of base damage
CUtlVector<EHANDLE> m_hEntitiesBurnt; // list of entities this flame has burnt
EHANDLE m_hAttacker; // attacking player
int m_iAttackerTeam; // team of attacking player
bool m_bCritFromBehind; // Always crits from behind.
bool m_bBurnedEnemy; // We track hitting to calculate hit/miss ratio in the Flamethrower
CHandle< CTFFlameThrower > m_hFlameThrower;
};
#endif // GAME_DLL
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTFProjectile_Napalm : public CTFProjectile_Jar
{
DECLARE_CLASS( CTFProjectile_Napalm, CTFProjectile_Jar );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_DATADESC();
public:
CTFProjectile_Napalm();
~CTFProjectile_Napalm();
virtual void Precache();
virtual void Spawn();
#ifdef GAME_DLL
static CTFProjectile_Napalm *Create( CBaseCombatCharacter *pOwner, CTFFlameThrower *pLauncher );
virtual int UpdateTransmitState();
void NapalmThink( void );
virtual void Explode( trace_t *pTrace, int bitsDamageType );
virtual void PipebombTouch( CBaseEntity *pOther );
virtual void ApplyBlastDamage( CTFPlayer *pThrower, Vector vecOrigin );
virtual bool InitialExplodeEffects( CTFPlayer *pThrower, const trace_t *pTrace );
virtual void ExplodeEffectOnTarget( CTFPlayer *pThrower, CTFPlayer *pTarget, CBaseCombatCharacter *pBaseTarget );
virtual const char *GetImpactEffect( void );
virtual void SetCustomPipebombModel( void );
#endif
#ifdef CLIENT_DLL
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual const char *GetTrailParticleName( void );
#endif // CLIENT_DLL
CNetworkHandle( CTFFlameThrower, m_hFlameThrower );
#ifdef GAME_DLL
Vector m_vecBaseVelocity;
float m_flRemoveTime;
int m_nHitCount;
float m_flLastBurnTime;
#endif // CLIENT_DLL
};
#endif // STAGING_ONLY
#endif // TF_WEAPON_FLAMETHROWER_H