//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef WEAPON_PORTALBASE_H #define WEAPON_PORTALBASE_H #ifdef _WIN32 #pragma once #endif #include "basecombatweapon_shared.h" #include "portal_weapon_parse.h" #if defined( CLIENT_DLL ) #define CWeaponPortalBase C_WeaponPortalBase void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip ); #endif class CPortal_Player; // These are the names of the ammo types that go in the CAmmoDefs and that the // weapon script files reference. // Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it // against the ammo name you specify. // MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time. bool IsAmmoType( int iAmmoType, const char *pAmmoName ); #include "weapons_portal.h" class CWeaponPortalBase : public CBaseCombatWeapon { public: DECLARE_CLASS( CWeaponPortalBase, CBaseCombatWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponPortalBase(); #ifdef GAME_DLL DECLARE_DATADESC(); void SendReloadSoundEvent( void ); void Materialize( void ); #endif // All predicted weapons need to implement and return true virtual bool IsPredicted() const; CBasePlayer* GetPlayerOwner() const; CPortal_Player* GetPortalPlayerOwner() const; // Get specific Portal weapon ID (ie: WEAPON_PORTALGUN, etc) virtual int GetWeaponID( void ) const { return WEAPON_NONE; } void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f ); CPortalSWeaponInfo const &GetPortalWpnData() const; virtual void FireBullets( const FireBulletsInfo_t &info ); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_FORCE_TRANSITION; } public: #if defined( CLIENT_DLL ) virtual IClientModelRenderable* GetClientModelRenderable(); virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual bool ShouldDrawCrosshair( void ) { return true; } virtual bool ShouldPredict(); virtual void OnDataChanged( DataUpdateType_t type ); virtual void DrawCrosshair(); virtual void DoAnimationEvents( CStudioHdr *pStudio ); virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs ); virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); #else virtual void Spawn(); #endif float m_flPrevAnimTime; float m_flNextResetCheckTime; Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; } QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; } private: CWeaponPortalBase( const CWeaponPortalBase & ); Vector m_vOriginalSpawnOrigin; QAngle m_vOriginalSpawnAngles; }; #endif // WEAPON_PORTALBASE_H