Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Rocket Launcher
//
//=============================================================================
#ifndef TF_WEAPON_ROCKETLAUNCHER_H
#define TF_WEAPON_ROCKETLAUNCHER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weaponbase_rocket.h"
#include "tf_weapon_sniperrifle.h"
#ifdef CLIENT_DLL
#include "particle_property.h"
#endif
// Client specific.
#ifdef CLIENT_DLL
#define CTFRocketLauncher C_TFRocketLauncher
#define CTFRocketLauncher_DirectHit C_TFRocketLauncher_DirectHit
#define CTFRocketLauncher_AirStrike C_TFRocketLauncher_AirStrike
#define CTFRocketLauncher_Mortar C_TFRocketLauncher_Mortar
#define CTFCrossbow C_TFCrossbow
#endif // CLIENT_DLL
//=============================================================================
//
// TF Weapon Rocket Launcher.
//
class CTFRocketLauncher : public CTFWeaponBaseGun
{
public:
DECLARE_CLASS( CTFRocketLauncher, CTFWeaponBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
CTFRocketLauncher();
~CTFRocketLauncher();
#ifndef CLIENT_DLL
virtual void Precache();
#endif
virtual void ModifyEmitSoundParams( EmitSound_t &params );
virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
virtual void Misfire( void );
virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
virtual void ItemPostFrame( void );
virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
virtual int GetWeaponProjectileType( void ) const OVERRIDE;
virtual bool IsBlastImpactWeapon( void ) const { return !IsEnergyWeapon(); }
virtual bool CheckReloadMisfire( void ) OVERRIDE;
virtual bool ShouldBlockPrimaryFire() OVERRIDE;
#ifdef CLIENT_DLL
virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex );
#endif
private:
float m_flShowReloadHintAt;
// Since the ammo in the clip can be predicted/networked out of order from when the reload sound happens
// We need to keep track of this invividually on client and server to modify the pitch
int m_nReloadPitchStep;
#ifdef GAME_DLL
int m_iConsecutiveCrits;
bool m_bIsOverloading;
#endif
CTFRocketLauncher( const CTFRocketLauncher & ) {}
};
// ------------------------------------------------------------------------------------------------------------------------
class CTFRocketLauncher_DirectHit : public CTFRocketLauncher
{
public:
DECLARE_CLASS( CTFRocketLauncher_DirectHit, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT; }
};
// ------------------------------------------------------------------------------------------------------------------------
class CTFRocketLauncher_AirStrike : public CTFRocketLauncher
{
public:
DECLARE_CLASS( CTFRocketLauncher_AirStrike, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
CTFRocketLauncher_AirStrike();
virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
const char* GetEffectLabelText( void ) { return "#TF_KILLS"; }
virtual int GetCount( void );
#ifdef GAME_DLL
virtual void OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info );
#endif
};
// ------------------------------------------------------------------------------------------------------------------------
class CTFRocketLauncher_Mortar : public CTFRocketLauncher
{
public:
DECLARE_CLASS( CTFRocketLauncher_Mortar, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
//CTFRocketLauncher_Mortar();
virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
virtual void SecondaryAttack( void );
virtual void ItemPostFrame( void );
virtual void ItemBusyFrame( void );
private:
void RedirectRockets();
#ifdef GAME_DLL
CUtlVector< EHANDLE > m_vecRockets;
#endif // GAME_DLL
};
// ------------------------------------------------------------------------------------------------------------------------
class CTFCrossbow : public CTFRocketLauncher
{
public:
DECLARE_CLASS( CTFCrossbow, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) OVERRIDE;
virtual int GetWeaponID( void ) const { return TF_WEAPON_CROSSBOW; }
virtual void SecondaryAttack( void );
virtual float GetProjectileSpeed( void );
virtual float GetProjectileGravity( void );
virtual bool IsViewModelFlipped( void );
virtual void ItemPostFrame( void );
virtual void ModifyProjectile( CBaseEntity* pProj );
virtual void WeaponRegenerate( void );
float GetProgress( void );
const char* GetEffectLabelText( void ) { return "#TF_BOLT"; }
CNetworkVar( float, m_flRegenerateDuration );
CNetworkVar( float, m_flLastUsedTimestamp );
private:
bool m_bMilkNextAttack;
};
#endif // TF_WEAPON_ROCKETLAUNCHER_H