Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Energy Ball Projectile
//
//=============================================================================
#ifndef TF_PROJECTILE_ENERGY_BALL_H
#define TF_PROJECTILE_ENERGY_BALL_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_player.h"
#include "tf_weaponbase_rocket.h"
#include "iscorer.h"
class CTFProjectile_EnergyBall : public CTFBaseRocket//, public IScorer
{ public:
DECLARE_CLASS( CTFProjectile_EnergyBall, CTFBaseRocket ); DECLARE_NETWORKCLASS(); DECLARE_DATADESC();
CTFProjectile_EnergyBall(); ~CTFProjectile_EnergyBall();
// Creation.
static CTFProjectile_EnergyBall *Create( const Vector &vecOrigin, const QAngle &vecAngles, const float fSpeed, const float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL ); virtual void InitEnergyBall( const Vector &vecOrigin, const QAngle &vecAngles, const float fSpeed, const float fGravity, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL ); virtual void Spawn(); virtual void Precache(); virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; }
// IScorer interface
virtual CBasePlayer *GetScorer( void ); virtual CBasePlayer *GetAssistant( void ) { return NULL; }
void SetScorer( CBaseEntity *pScorer ); void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
virtual bool CanHeadshot() { return false; }
void ImpactSound( const char *pszSoundName, bool bLoudForAttacker = false ); virtual void ImpactTeamPlayer( CTFPlayer *pOther ) {}
void FadeOut( int iTime ); void RemoveThink();
virtual float GetDamage(); virtual int GetDamageCustom(); virtual int GetDamageType();
virtual bool IsDeflectable() { return true; } virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
void SetChargedShot( bool bCharged ) { m_bChargedShot = bCharged; }
virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
void SetColor( int idx, Vector vColor ) { if ( idx==1 ) m_vColor1=vColor; else m_vColor2=vColor; } const char *GetExplosionParticleName( void );
private:
CBaseHandle m_Scorer;
CNetworkVar( bool, m_bChargedShot );
CNetworkVector( m_vColor1 ); CNetworkVector( m_vColor2 );
protected: float m_flInitTime; };
#endif //TF_PROJECTILE_ENERGY_BALL_H
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