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//========= Copyright 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 );
typedef enum { WEAPON_NONE = 0,
//Melee
WEAPON_CROWBAR,
//Special
WEAPON_PORTALGUN, WEAPON_PHYSCANNON,
//Pistols
WEAPON_PISTOL, WEAPON_357,
//Machineguns
WEAPON_SMG, WEAPON_AR2,
//Grenades
WEAPON_FRAG, WEAPON_BUGBAIT, //Other
WEAPON_SHOTGUN, WEAPON_CROSSBOW, WEAPON_RPG,
WEAPON_MAX, // number of weapons weapon index
} PortalWeaponID;
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 PortalWeaponID 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 ); public: #if defined( CLIENT_DLL )
virtual int DrawModel( int flags ); virtual bool ShouldDraw( void ); 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
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