Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Flare Projectile
//
//=============================================================================
#ifndef TF_PROJECTILE_FLARE_H
#define TF_PROJECTILE_FLARE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_rocket.h"
#include "iscorer.h"
// Base force scaler
#define TF_FLARE_PELLET_FORCE 20.0f
// The farther the pellet flies, the more force it does up to a max of 4X at 1 second
#define TF_FLARE_PELLET_FORCE_DISTANCE_SCALE 3.75f
// We need this to get the player off the ground
#define TF_FLARE_PELLET_FORCE_UPWARD 275
// We need this to get the heavy off the ground
#define TF_FLARE_PELLET_FORCE_UPWARD_HEAVY 525
class CTFProjectile_Flare : public CTFBaseRocket, public IScorer
{
public:
DECLARE_CLASS( CTFProjectile_Flare, CTFBaseRocket );
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
CTFProjectile_Flare();
~CTFProjectile_Flare();
// Creation.
static CTFProjectile_Flare *Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
virtual void Spawn();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN; }
virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
void Explode_Air( trace_t *pTrace, int bitsDamageType, bool bSelfOnly = false );
void Detonate( bool bSelfOnly = false );
virtual float GetRadius( void );
void SendDeathNotice( void );
float GetTimeAlive( void ) const { return gpGlobals->curtime - m_flCreationTime; }
bool IsFromTaunt( void ) const { return m_bIsFromTaunt; }
void ImpactThink( void );
// Implement this if you use MOVETYPE_CUSTOM
virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
// IScorer interface
virtual CBasePlayer *GetScorer( void );
virtual CBasePlayer *GetAssistant( void ) { return NULL; }
void SetScorer( CBaseEntity *pScorer );
void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
virtual int GetDamageType();
virtual bool IsDeflectable() { return true; }
virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
virtual bool IsDestroyable( void ) OVERRIDE { return false; }
float GetProjectileSpeed( void ) const;
float GetHeatSeekPower( void ) const;
private:
CBaseHandle m_Scorer;
bool m_bIsFromTaunt;
float m_flCreationTime;
float m_flImpactTime;
Vector m_vecImpactNormal;
CNetworkVar( bool, m_bCritical );
bool m_bImpact;
float m_flNextSeekUpdate;
};
#endif //TF_PROJECTILE_FLARE_H