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90 lines
2.5 KiB
90 lines
2.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef WEAPON_BUILDER_H |
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#define WEAPON_BUILDER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "weapon_combat_usedwithshieldbase.h" |
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class CBaseObject; |
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//========================================================= |
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// Builder Weapon |
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//========================================================= |
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class CWeaponBuilder : public CWeaponCombatUsedWithShieldBase |
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{ |
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DECLARE_CLASS( CWeaponBuilder, CWeaponCombatUsedWithShieldBase ); |
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public: |
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CWeaponBuilder(); |
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virtual void UpdateOnRemove( void ); |
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DECLARE_SERVERCLASS(); |
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virtual void Precache( void ); |
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virtual bool CanDeploy( void ); |
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virtual bool CanHolster( void ); |
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virtual CBaseCombatWeapon *GetLastWeapon( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
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virtual void ItemPostFrame( void ); |
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virtual void PrimaryAttack( void ); |
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virtual void WeaponIdle( void ); |
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virtual bool Deploy( void ); |
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virtual const char *GetViewModel( int viewmodelindex = 0 ) const; |
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void SetCurrentState( int iState ); |
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void SetCurrentObject( int iObject ); |
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology ); |
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virtual void Equip( CBaseCombatCharacter *pOwner ); |
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// Add a new object type to the list of objects this builder weapon can build |
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void AddBuildableObject( int iObjectType ); |
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// Placement |
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void StartPlacement( void ); |
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void StopPlacement( void ); |
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bool UpdatePlacement( void ); |
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// Building |
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void StartBuilding( void ); |
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void StoppedBuilding( int iObjectType ); |
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bool IsBuilding( void ); |
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void FinishedObject( void ); |
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ); |
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virtual bool ShouldShowControlPanels( void ); |
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private: |
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void PerformModifications( CBaseObject* pObject ); |
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public: |
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CNetworkVar( int, m_iBuildState ); |
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CNetworkVar( unsigned int, m_iCurrentObject ); |
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int m_iCurrentObjectID; |
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CNetworkVar( int, m_iCurrentObjectState ); |
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// Objects that this builder can build |
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CNetworkArray( bool, m_bObjectValidity, OBJ_LAST ); |
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// Buildability of each object |
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CNetworkArray( bool, m_bObjectBuildability, OBJ_LAST ); |
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// Build data for the current object, propagated when the player starts to build it |
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CNetworkVar( float, m_flStartTime ); |
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CNetworkVar( float, m_flTotalTime ); |
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float m_flLastRepairTime; |
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CNetworkHandle( CBaseObject, m_hObjectBeingBuilt ); |
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}; |
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#endif // WEAPON_BUILDER_H
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