Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_LUNCHBOX_H
#define TF_WEAPON_LUNCHBOX_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFLunchBox C_TFLunchBox
#define CTFLunchBox_Drink C_TFLunchBox_Drink
#endif
enum lunchbox_weapontypes_t { LUNCHBOX_STANDARD = 0, // Careful, can be the Scout BONK drink, or the Heavy sandvich.
LUNCHBOX_ADDS_MAXHEALTH, LUNCHBOX_ADDS_MINICRITS, LUNCHBOX_STANDARD_ROBO, LUNCHBOX_STANDARD_FESTIVE, LUNCHBOX_ADDS_AMMO, };
#define TF_SANDWICH_REGENTIME 30
#define TF_CHOCOLATE_BAR_REGENTIME 10
//=============================================================================
//
// TF Weapon Lunchbox.
//
class CTFLunchBox : public CTFWeaponBase { public:
DECLARE_CLASS( CTFLunchBox, CTFWeaponBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC(); #endif
CTFLunchBox();
virtual void UpdateOnRemove( void ); virtual void Precache(); virtual int GetWeaponID( void ) const { return TF_WEAPON_LUNCHBOX; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void WeaponReset( void ); virtual bool UsesPrimaryAmmo();
virtual bool DropAllowed( void ); int GetLunchboxType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
float GetProgress( void ) { return GetEffectBarProgress(); } const char* GetEffectLabelText( void ) { return "#TF_SANDWICH"; }
void DrainAmmo( bool bForceCooldown = false );
virtual float InternalGetEffectBarRechargeTime( void ) { return GetLunchboxType() == LUNCHBOX_ADDS_MAXHEALTH ? TF_CHOCOLATE_BAR_REGENTIME : TF_SANDWICH_REGENTIME; } virtual void Detach( void ) OVERRIDE;
#ifdef GAME_DLL
void ApplyBiteEffects( CTFPlayer *pPlayer ); #endif
private: CTFLunchBox( const CTFLunchBox & ) {}
// Prevent spamming with resupply cabinets: only 1 thrown at a time
EHANDLE m_hThrownPowerup; };
//=============================================================================
//
// TF Weapon Energy drink.
//
class CTFLunchBox_Drink : public CTFLunchBox { public:
DECLARE_CLASS( CTFLunchBox_Drink, CTFLunchBox ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFLunchBox_Drink();
bool AllowTaunts( void ) { return false; }
virtual bool DropAllowed( void ) { return false; }
const char* GetEffectLabelText( void ) { return "#TF_ENERGYDRINK"; }
#ifdef CLIENT_DLL
virtual const char* ModifyEventParticles( const char* token ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); #endif
};
#endif // TF_WEAPON_LUNCHBOX_H
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