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