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.
 
 
 
 
 
 

104 lines
2.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_RAYGUN_H
#define TF_WEAPON_RAYGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_shotgun.h"
#include "tf_weapon_rocketlauncher.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFRaygun C_TFRaygun
#define CTFDRGPomson C_TFDRGPomson
#endif
class CTFRaygun : public CTFRocketLauncher
{
public:
DECLARE_CLASS( CTFRaygun, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFRaygun();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_RAYGUN; }
virtual float GetProjectileSpeed( void );
virtual float GetProjectileGravity( void );
virtual bool IsViewModelFlipped( void );
const char* GetEffectLabelText( void ) { return "#TF_BISON"; }
float GetProgress( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual bool Deploy( void );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void ModifyProjectile( CBaseEntity* pProj );
virtual const char* GetMuzzleFlashParticleEffect( void );
virtual float GetDamage( void ) { return 20.f; }
virtual bool IsEnergyWeapon( void ) const { return true; }
virtual float Energy_GetShotCost( void ) const
{
int iNoDrain = 0;
CALL_ATTRIB_HOOK_INT( iNoDrain, energy_weapon_no_drain );
if ( iNoDrain > 0 )
{
return 0.0f;
}
return 5.f;
}
virtual float Energy_GetRechargeCost( void ) const { return 5.f; }
#ifdef CLIENT_DLL
virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
void ClientEffectsThink( void );
virtual bool ShouldPlayClientReloadSound() { return true; }
virtual const char *GetIdleParticleEffect( void ) { return "drg_bison_idle"; }
#endif
bool UseNewProjectileCode() const { return m_bUseNewProjectileCode; }
private:
float m_flIrradiateTime;
bool m_bEffectsThinking;
CNetworkVar( bool, m_bUseNewProjectileCode );
};
//---------------------------------------------------------
class CTFDRGPomson : public CTFRaygun
{
public:
DECLARE_CLASS( CTFDRGPomson, CTFRaygun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_DRG_POMSON; }
const char* GetEffectLabelText( void ) { return "#TF_POMSON_HUD"; }
virtual const char *GetMuzzleFlashParticleEffect( void ) { return "drg_pomson_muzzleflash"; }
virtual const char *GetIdleParticleEffect( void ) { return "drg_pomson_idle"; }
virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f );
};
#endif // TF_WEAPON_RAYGUN_H