Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_TF_PROJECTILE_ARROW_H
#define C_TF_PROJECTILE_ARROW_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_rocket.h"
#define CTFProjectile_Arrow C_TFProjectile_Arrow
//-----------------------------------------------------------------------------
// Purpose: Arrow projectile.
//-----------------------------------------------------------------------------
class C_TFProjectile_Arrow : public C_TFBaseRocket { DECLARE_CLASS( C_TFProjectile_Arrow, C_TFBaseRocket );
public:
DECLARE_NETWORKCLASS();
C_TFProjectile_Arrow(); ~C_TFProjectile_Arrow(); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget ); virtual void ClientThink( void );
void CheckNearMiss( void );
void CreateCritTrail( void );
void SetLifeTime( float flLifetime ) { m_flLifeTime = flLifetime; }
private:
float m_fAttachTime; float m_nextNearMissCheck; bool m_bNearMiss; bool m_bArrowAlight; bool m_bCritical; CNewParticleEffect *m_pCritEffect; int m_iCachedDeflect;
float m_flLifeTime;
CNetworkVar( int, m_iProjectileType ); };
//-----------------------------------------------------------------------------
// Purpose: Arrow projectile.
//-----------------------------------------------------------------------------
class C_TFProjectile_HealingBolt : public C_TFProjectile_Arrow { DECLARE_CLASS( C_TFProjectile_HealingBolt, C_TFProjectile_Arrow );
virtual void OnDataChanged( DataUpdateType_t updateType );
public:
DECLARE_NETWORKCLASS(); };
//-----------------------------------------------------------------------------
// Purpose: Grappling Hook projectile.
//-----------------------------------------------------------------------------
class C_TFProjectile_GrapplingHook : public C_TFProjectile_Arrow { DECLARE_CLASS( C_TFProjectile_GrapplingHook, C_TFProjectile_Arrow ); public: DECLARE_NETWORKCLASS();
virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void UpdateOnRemove(); virtual void ClientThink(); private: void UpdateRope(); void RemoveRope();
CHandle< C_RopeKeyframe > m_hRope; };
#endif // C_TF_PROJECTILE_ARROW_H
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