Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_RAYGUN_H
#define TF_WEAPON_RAYGUN_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
class CTFRaygun : public CTFRocketLauncher { public: DECLARE_CLASS( CTFRaygun, CTFRocketLauncher ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFRaygun();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_RAYGUN; } 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 5.f; } virtual float Energy_GetRechargeCost( void ) const { return 5.f; }
#ifdef CLIENT_DLL
virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt ); void ClientEffectsThink( void ); virtual bool ShouldPlayClientReloadSound() { return true; } virtual const char *GetIdleParticleEffect( void ) { return "drg_bison_idle"; } #endif
bool UseNewProjectileCode() const { return m_bUseNewProjectileCode; }
private:
float m_flIrradiateTime; bool m_bEffectsThinking;
CNetworkVar( bool, m_bUseNewProjectileCode ); };
//---------------------------------------------------------
class CTFDRGPomson : public CTFRaygun { public: DECLARE_CLASS( CTFDRGPomson, CTFRaygun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_DRG_POMSON; } const char* GetEffectLabelText( void ) { return "#TF_POMSON_HUD"; }
virtual const char *GetMuzzleFlashParticleEffect( void ) { return "drg_pomson_muzzleflash"; } virtual const char *GetIdleParticleEffect( void ) { return "drg_pomson_idle"; }
virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f ); };
#endif // TF_WEAPON_RAYGUN_H
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