Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_COMPOUND_BOW_H
#define TF_WEAPON_COMPOUND_BOW_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_pipebomblauncher.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFCompoundBow C_TFCompoundBow
#else
class CTFProjectile_Arrow; #endif
//=============================================================================
//
// TF Weapon Bow
//
class CTFCompoundBow : public CTFPipebombLauncher { public:
DECLARE_CLASS( CTFCompoundBow, CTFPipebombLauncher ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC(); #endif
CTFCompoundBow(); ~CTFCompoundBow() {}
virtual void Precache( void );
virtual void WeaponReset( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_COMPOUND_BOW; }
virtual void PrimaryAttack(); virtual void LaunchGrenade( void );
virtual bool CalcIsAttackCriticalHelper();
virtual float GetChargeMaxTime( void ); virtual float GetCurrentCharge( void ); virtual float GetProjectileDamage( void ); virtual float GetProjectileSpeed( void ); virtual float GetProjectileGravity( void );
virtual void AddPipeBomb( CTFGrenadePipebombProjectile *pBomb ); virtual bool DetonateRemotePipebombs( bool bFizzle ); virtual void SecondaryAttack( void ); virtual void LowerBow( void );
virtual bool Reload( void );
virtual bool OwnerCanJump( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual bool SendWeaponAnim( int iActivity ); virtual void ItemPostFrame( void );
virtual float GetChargeForceReleaseTime( void ) { return 5.0f; } virtual void ForceLaunchGrenade( void ); virtual bool ShouldDoMuzzleFlash( void ) { return false; }
virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f ); void ApplyRefireSpeedModifications( float &flBaseRef );
// The bow doesn't actually reload, it instead uses the AE_WPN_INCREMENTAMMO anim event in the fire to reload the clip.
virtual bool CanReload( void ){ return false; }
virtual bool CanPickupOtherWeapon() const { return m_flChargeBeginTime == 0.f; } #ifdef CLIENT_DLL
virtual void OnDataChanged( DataUpdateType_t type ); virtual void UpdateOnRemove( void ); #endif
void SetArrowAlight( bool bAlight );
private: #ifdef CLIENT_DLL
virtual void StartBurningEffect( void ); virtual void StopBurningEffect( void ); #else
#ifdef STAGING_ONLY
void CreateExtraArrow( CTFProjectile_Arrow* pMainArrow, const QAngle& qSpreadAngles, float flSpeed ); float GetRandomSpreadOffset( int iArrowMasteryLevel ); #endif // STAGING_ONLY
#endif
private: float m_flLastDenySoundTime; CNetworkVar( bool, m_bNoFire ); CNetworkVar( bool, m_bArrowAlight );
#ifdef CLIENT_DLL
EHANDLE m_hParticleEffectOwner; HPARTICLEFFECT m_pBurningArrowEffect; #endif
CTFCompoundBow( const CTFCompoundBow & ) {} };
#endif // TF_WEAPON_COMPOUND_BOW_H
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