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131 lines
3.8 KiB
131 lines
3.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef TF_WEAPON_PIPEBOMBLAUNCHER_H |
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#define TF_WEAPON_PIPEBOMBLAUNCHER_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_weapon_grenade_pipebomb.h" |
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// Client specific. |
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#ifdef CLIENT_DLL |
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#define CTFPipebombLauncher C_TFPipebombLauncher |
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#endif |
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#define TF_PIPEBOMB_MAX_CHARGE_TIME 4.0f |
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#define TF_DETONATE_MODE_STANDARD 0 |
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#define TF_DETONATE_MODE_DOT 1 |
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#define TF_DETONATE_MODE_AIR 2 |
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// hard code these eventually |
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#define TF_PIPEBOMB_MIN_CHARGE_VEL 900 |
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#define TF_PIPEBOMB_MAX_CHARGE_VEL 2400 |
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//============================================================================= |
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// |
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// TF Weapon Pipebomb Launcher. |
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// |
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#ifdef GAME_DLL |
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class CTFPipebombLauncher : public CTFWeaponBaseGun, public ITFChargeUpWeapon, public IEntityListener |
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#else |
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class CTFPipebombLauncher : public CTFWeaponBaseGun, public ITFChargeUpWeapon |
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#endif |
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{ |
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public: |
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DECLARE_CLASS( CTFPipebombLauncher, CTFWeaponBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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// Server specific. |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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#endif |
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CTFPipebombLauncher(); |
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~CTFPipebombLauncher(); |
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virtual void Spawn( void ); |
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PIPEBOMBLAUNCHER; } |
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer ); |
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virtual void ItemBusyFrame( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void SecondaryAttack(); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual bool Deploy( void ); |
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virtual void PrimaryAttack( void ); |
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virtual void WeaponIdle( void ); |
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virtual float GetProjectileSpeed( void ); |
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virtual bool Reload( void ); |
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virtual void WeaponReset( void ); |
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public: |
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// ITFChargeUpWeapon |
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virtual bool CanCharge() { return true; } |
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virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; } |
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virtual float GetChargeMaxTime( void ) { float flChargeTime = TF_PIPEBOMB_MAX_CHARGE_TIME; CALL_ATTRIB_HOOK_FLOAT( flChargeTime, stickybomb_charge_rate ) return flChargeTime; } |
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virtual float GetChargeForceReleaseTime( void ) { return GetChargeMaxTime(); } |
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int GetPipeBombCount( void ) { return m_iPipebombCount; } |
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const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &GetPipeBombVector( void ) const; |
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int GetDetonateMode( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_detonate_mode ); return iMode; }; |
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bool CanDestroyStickies( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, stickies_detonate_stickies ); return (iMode == 1); }; |
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virtual void LaunchGrenade( void ); |
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virtual void ForceLaunchGrenade( void ) { LaunchGrenade(); } |
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virtual bool DetonateRemotePipebombs( bool bFizzle ); |
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virtual bool ModifyPipebombsInView( int iEffect ); |
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virtual void AddPipeBomb( CTFGrenadePipebombProjectile *pBomb ); |
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void DeathNotice( CBaseEntity *pVictim ); |
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#ifdef CLIENT_DLL |
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void BombHighlightThink( void ); |
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#endif |
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#ifdef GAME_DLL |
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void UpdateOnRemove( void ); |
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virtual void ApplyPostHitEffects( const CTakeDamageInfo &inputInfo, CTFPlayer *pPlayer ); |
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protected: |
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// This is here so we can network the pipebomb count for prediction purposes |
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CNetworkVar( int, m_iPipebombCount ); |
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#endif |
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#ifdef CLIENT_DLL |
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int m_iPipebombCount; |
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float m_flNextBombCheckTime; |
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bool m_bBombThinking; |
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#endif |
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// List of active pipebombs |
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typedef CHandle<CTFGrenadePipebombProjectile> PipebombHandle; |
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CUtlVector<PipebombHandle> m_Pipebombs; |
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CNetworkVar( float, m_flChargeBeginTime ); |
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float m_flLastDenySoundTime; |
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bool m_bNoAutoRelease; |
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bool m_bWantsToShoot; |
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private: |
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CTFPipebombLauncher( const CTFPipebombLauncher & ) {} |
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}; |
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inline const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &CTFPipebombLauncher::GetPipeBombVector( void ) const |
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{ |
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return m_Pipebombs; |
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} |
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#endif // TF_WEAPON_PIPEBOMBLAUNCHER_H
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