Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_BAT_H
#define TF_WEAPON_BAT_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#include "tf_weaponbase_grenadeproj.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_shareddefs.h"
#include "tf_viewmodel.h"
#ifdef CLIENT_DLL
#define CTFBat C_TFBat
#define CTFBat_Wood C_TFBat_Wood
#define CTFBat_Fish C_TFBat_Fish
#define CTFStunBall C_TFStunBall
#define CTFBat_Giftwrap C_TFBat_Giftwrap
#define CTFBall_Ornament C_TFBall_Ornament
#endif
//=============================================================================
//
// Bat class.
//
class CTFBat : public CTFWeaponBaseMelee { public: DECLARE_CLASS( CTFBat, CTFWeaponBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFBat();
virtual int GetWeaponID( void ) const { return TF_WEAPON_BAT; } virtual bool BatDeflects() { return false; } virtual void Smack( void ); virtual void PlayDeflectionSound( bool bPlayer );
private:
CTFBat( const CTFBat & ) {} };
//=============================================================================
//
// CTFBat_Fish class.
//
class CTFBat_Fish : public CTFBat { public: DECLARE_CLASS( CTFBat_Fish, CTFBat ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_BAT_FISH; } };
//=============================================================================
//
// CTFBat_Wood class.
//
class CTFBat_Wood : public CTFBat { public: DECLARE_CLASS( CTFBat_Wood, CTFBat ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CTFBat_Wood();
virtual int GetWeaponID( void ) const { return TF_WEAPON_BAT_WOOD; } virtual bool BatDeflects() { return false; }
virtual void SecondaryAttack( void ); void SecondaryAttackAnim( CTFPlayer *pPlayer ); virtual bool SendWeaponAnim( int iActivity );
virtual bool CanCreateBall( CTFPlayer* pPlayer ); virtual void LaunchBall( void ); void LaunchBallThink( void );
virtual float InternalGetEffectBarRechargeTime( void ) { return 15.0; } virtual int GetEffectBarAmmo( void ) { return TF_AMMO_GRENADES1; }
#ifdef GAME_DLL
virtual void GetBallDynamics( Vector& vecLoc, QAngle& vecAngles, Vector& vecVelocity, AngularImpulse& angImpulse, CTFPlayer* pPlayer ); #endif
#ifdef CLIENT_DLL
virtual void SetWeaponVisible( bool visible );
// Child removal:
virtual void Drop( const Vector &vecVelocity ); virtual void WeaponReset( void ); virtual void UpdateOnRemove( void ); virtual void OnDataChanged( DataUpdateType_t updateType ); void AddBallChild( void ); void RemoveBallChild( void ); #endif
virtual void PickedUpBall( void );
float GetProgress( void ) { return GetEffectBarProgress(); } const char* GetEffectLabelText( void ) { return "#TF_BALL"; }
virtual const char *GetBallViewModelName( void ) const { return "models/weapons/v_models/v_baseball.mdl"; }
#ifdef GAME_DLL
virtual CBaseEntity* CreateBall( void ); #endif
int m_iEnemyBallID;
#ifdef CLIENT_DLL
EHANDLE m_hStunBallVM; // View model ball.
#endif
};
//=============================================================================
//
// StunBall class.
//
class CTFStunBall : public CTFGrenadePipebombProjectile { public: DECLARE_CLASS( CTFStunBall, CTFGrenadePipebombProjectile ); DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
CTFStunBall();
static CTFStunBall* Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner ); virtual void Precache( void ); virtual void Spawn( void ); void SetInitialSpeed( float flSpd ) { m_flInitialSpeed = flSpd; }
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_STUNBALL; } virtual const char *GetBallModelName( void ) const; virtual const char *GetBallViewModelName( void ) const;
virtual bool IsAllowedToExplode( void ) OVERRIDE { return false; } virtual void Explode( trace_t *pTrace, int bitsDamageType ); virtual void ApplyBallImpactEffectOnVictim( CBaseEntity *pOther ); virtual void PipebombTouch( CBaseEntity *pOther ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); virtual float GetDamage( void ); virtual int GetDamageType( void ) { return DMG_CLUB; } virtual Vector GetDamageForce( void );
virtual float GetShakeAmplitude( void ) { return 0.0; } virtual float GetShakeRadius( void ) { return 0.0; } void RemoveBallTrail( void ); virtual bool IsDestroyable( void ) OVERRIDE { return false; }
int m_iOriginalOwnerID;
private: float m_flInitialSpeed;
float m_flBallTrailLife; EHANDLE m_pBallTrail; #else
virtual const char *GetTrailParticleName( void ); virtual void CreateTrailParticles( void );
#endif
};
//=============================================================================
//
// Winter Holiday 2011 wrapping paper tube and glass ornament ball
//
class CTFBat_Giftwrap : public CTFBat_Wood { public: DECLARE_CLASS( CTFBat_Giftwrap, CTFBat_Wood ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
virtual void Spawn( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_BAT_GIFTWRAP; }
virtual const char *GetEffectLabelText( void ) { return "#TF_BALL"; } virtual const char *GetBallViewModelName( void ) const { return "models/weapons/c_models/c_xms_festive_ornament.mdl"; }
#ifdef GAME_DLL
virtual CBaseEntity* CreateBall( void ); #endif
};
//=============================================================================
//
// Winter Holiday 2011 wrapping paper tube and glass ornament ball
//
class CTFBall_Ornament : public CTFStunBall { public: DECLARE_CLASS( CTFBall_Ornament, CTFStunBall ); DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
static CTFBall_Ornament* Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner );
virtual void Precache( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_ORNAMENT_BALL; } virtual const char *GetBallModelName( void ) const; virtual const char *GetBallViewModelName( void ) const;
virtual bool IsAllowedToExplode( void ) OVERRIDE { return true; } virtual void Explode( trace_t *pTrace, int bitsDamageType ) OVERRIDE;
virtual void PipebombTouch( CBaseEntity *pOther ) OVERRIDE; virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) OVERRIDE; void VPhysicsCollisionThink( void );
virtual void ApplyBallImpactEffectOnVictim( CBaseEntity *pOther );
protected: Vector m_vCollisionVelocity; #endif
};
#endif // TF_WEAPON_BAT_H
|