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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_PORTALGUN_H
#define WEAPON_PORTALGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_portalbasecombatweapon.h"
#include "prop_portal.h"
class CWeaponPortalgun : public CBasePortalCombatWeapon { DECLARE_DATADESC();
public: DECLARE_CLASS( CWeaponPortalgun, CBasePortalCombatWeapon );
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
private: CNetworkVar( bool, m_bCanFirePortal1 ); // Is able to use primary fire
CNetworkVar( bool, m_bCanFirePortal2 ); // Is able to use secondary fire
CNetworkVar( int, m_iLastFiredPortal ); // Which portal was placed last
CNetworkVar( bool, m_bOpenProngs ); // Which portal was placed last
CNetworkVar( float, m_fCanPlacePortal1OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
CNetworkVar( float, m_fCanPlacePortal2OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
public: unsigned char m_iPortalLinkageGroupID; //which portal linkage group this gun is tied to, usually set by mapper, or inherited from owning player's index
// HACK HACK! Used to make the gun visually change when going through a cleanser!
CNetworkVar( float, m_fEffectsMaxSize1 ); CNetworkVar( float, m_fEffectsMaxSize2 );
public: virtual const Vector& GetBulletSpread( void ) { static Vector cone = VECTOR_CONE_10DEGREES; return cone; } virtual void Precache ( void );
virtual void CreateSounds( void ); virtual void StopLoopingSounds( void );
virtual void OnRestore( void ); virtual void UpdateOnRemove( void ); void Spawn( void ); virtual void Activate(); void DoEffectBlast( bool bPortal2, int iPlacedBy, const Vector &ptStart, const Vector &ptFinalPos, const QAngle &qStartAngles, float fDelay ); virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
virtual bool ShouldDrawCrosshair( void ); float GetPortal1Placablity( void ) { return m_fCanPlacePortal1OnThisSurface; } float GetPortal2Placablity( void ) { return m_fCanPlacePortal2OnThisSurface; } void SetLastFiredPortal( int iLastFiredPortal ) { m_iLastFiredPortal = iLastFiredPortal; } int GetLastFiredPortal( void ) { return m_iLastFiredPortal; }
bool Reload( void ); void FillClip( void ); void CheckHolsterReload( void ); void ItemHolsterFrame( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); bool Deploy( void );
void SetCanFirePortal1( bool bCanFire = true ); void SetCanFirePortal2( bool bCanFire = true ); float CanFirePortal1( void ) { return m_bCanFirePortal1; } float CanFirePortal2( void ) { return m_bCanFirePortal2; }
void PrimaryAttack( void ); void SecondaryAttack( void );
void DelayAttack( float fDelay );
virtual bool PreThink( void ); virtual void Think( void );
void OpenProngs( bool bOpenProngs );
void InputChargePortal1( inputdata_t &inputdata ); void InputChargePortal2( inputdata_t &inputdata ); void FirePortal1( inputdata_t &inputdata ); void FirePortal2( inputdata_t &inputdata ); void FirePortalDirection1( inputdata_t &inputdata ); void FirePortalDirection2( inputdata_t &inputdata );
float TraceFirePortal( bool bPortal2, const Vector &vTraceStart, const Vector &vDirection, trace_t &tr, Vector &vFinalPosition, QAngle &qFinalAngles, int iPlacedBy, bool bTest = false ); float FirePortal( bool bPortal2, Vector *pVector = 0, bool bTest = false );
CSoundPatch *m_pMiniGravHoldSound;
// Outputs for portalgun
COutputEvent m_OnFiredPortal1; // Fires when the gun's first (blue) portal is fired
COutputEvent m_OnFiredPortal2; // Fires when the gun's second (red) portal is fired
void DryFire( void ); virtual float GetFireRate( void ) { return 0.7; }; void WeaponIdle( void );
PortalWeaponID GetWeaponID( void ) const { return WEAPON_PORTALGUN; }
protected:
void StartEffects( void ); // Initialize all sprites and beams
void StopEffects( bool stopSound = true ); // Hide all effects temporarily
void DestroyEffects( void ); // Destroy all sprites and beams
// Portalgun effects
void DoEffect( int effectType, Vector *pos = NULL );
void DoEffectClosed( void ); void DoEffectReady( void ); void DoEffectHolding( void ); void DoEffectNone( void );
CNetworkVar( int, m_EffectState ); // Current state of the effects on the gun
public:
DECLARE_ACTTABLE();
CWeaponPortalgun(void);
private: CWeaponPortalgun( const CWeaponPortalgun & );
};
#endif // WEAPON_PORTALGUN_H
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