Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_RAYGUN_REVENGE_H
#define TF_WEAPON_RAYGUN_REVENGE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_shotgun.h"
#include "tf_weapon_rocketlauncher.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFRaygun C_TFRaygun
#define CTFDRGPomson C_TFDRGPomson
#endif
#define RAYGUN_ENERGY_PER_SHOT 20
#define RAYGUN_ENERGY_PER_PUMP 100
class CTFRaygun_Revenge : public CTFRaygun { public: DECLARE_CLASS( CTFRaygun, CTFRocketLauncher ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFRaygun();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_RAYGUN_REVENGE; } virtual float GetProjectileSpeed( void ); virtual float GetProjectileGravity( void ); virtual bool IsViewModelFlipped( void );
const char* GetEffectLabelText( void ) { return "#TF_BISON"; } float GetProgress( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual bool Deploy( void ); virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void ); virtual void ModifyProjectile( CBaseEntity* pProj );
virtual const char* GetMuzzleFlashParticleEffect( void );
virtual float GetDamage( void ) { return 20.f; }
virtual bool IsEnergyWeapon( void ) const { return true; } virtual float Energy_GetShotCost( void ) const { int iNoDrain = 0; CALL_ATTRIB_HOOK_INT( iNoDrain, energy_weapon_no_drain ); if ( iNoDrain > 0 ) { return 0.0f; }
return 25.f; } virtual float Energy_GetRechargeCost( void ) const { return 25.f; }
#ifdef CLIENT_DLL
virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt ); void ClientEffectsThink( void ); virtual bool ShouldPlayClientReloadSound() { return true; } #endif
private: float m_flIrradiateTime; bool m_bEffectsThinking; };
//---------------------------------------------------------
class CTFDRGPomson : public CTFRaygun { public: DECLARE_CLASS( CTFDRGPomson, CTFRaygun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_DRG_POMSON; } const char* GetEffectLabelText( void ) { return "#TF_POMSON_HUD"; } };
#endif // TF_WEAPON_RAYGUN_REVENGE_H
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