Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Rocket Projectile
//
//=============================================================================
#ifndef TF_PROJECTILE_ROCKET_H
#define TF_PROJECTILE_ROCKET_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_rocket.h"
#include "iscorer.h"
//=============================================================================
//
// Generic rocket.
//
class CTFProjectile_Rocket : public CTFBaseRocket, public IScorer { public:
DECLARE_CLASS( CTFProjectile_Rocket, CTFBaseRocket ); DECLARE_NETWORKCLASS();
// Creation.
static CTFProjectile_Rocket *Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL ); virtual void Spawn(); virtual void Precache(); virtual void RocketTouch( CBaseEntity *pOther ) OVERRIDE;
// IScorer interface
virtual CBasePlayer *GetScorer( void ); virtual CBasePlayer *GetAssistant( void ) { return NULL; }
void SetScorer( CBaseEntity *pScorer );
void SetCritical( bool bCritical ) { m_bCritical = bCritical; } bool IsCritical() { return m_bCritical; } virtual int GetDamageType(); virtual int GetDamageCustom(); virtual bool IsDeflectable() { return true; } virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
void SetDirectHit( bool bDirectHit ){ m_bDirectHit = bDirectHit; } virtual int GetWeaponID( void ) const { return ( m_bDirectHit ? TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT : TF_WEAPON_ROCKETLAUNCHER ); }
void SetEyeBallRocket( bool state ){ m_bEyeBallRocket = state; } void SetSpell( bool bSpell ) { m_bSpell = bSpell; }
private: CBaseHandle m_Scorer; CNetworkVar( bool, m_bCritical ); bool m_bDirectHit; bool m_bEyeBallRocket; bool m_bSpell; };
#endif //TF_PROJECTILE_ROCKET_H
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