Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_PORTALBASE_H
#define WEAPON_PORTALBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "basecombatweapon_shared.h"
#include "portal_weapon_parse.h"
#if defined( CLIENT_DLL )
#define CWeaponPortalBase C_WeaponPortalBase
void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip );
#endif
class CPortal_Player;
// These are the names of the ammo types that go in the CAmmoDefs and that the
// weapon script files reference.
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
// against the ammo name you specify.
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
typedef enum
{
WEAPON_NONE = 0,
//Melee
WEAPON_CROWBAR,
//Special
WEAPON_PORTALGUN,
WEAPON_PHYSCANNON,
//Pistols
WEAPON_PISTOL,
WEAPON_357,
//Machineguns
WEAPON_SMG,
WEAPON_AR2,
//Grenades
WEAPON_FRAG,
WEAPON_BUGBAIT,
//Other
WEAPON_SHOTGUN,
WEAPON_CROSSBOW,
WEAPON_RPG,
WEAPON_MAX, // number of weapons weapon index
} PortalWeaponID;
class CWeaponPortalBase : public CBaseCombatWeapon
{
public:
DECLARE_CLASS( CWeaponPortalBase, CBaseCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponPortalBase();
#ifdef GAME_DLL
DECLARE_DATADESC();
void SendReloadSoundEvent( void );
void Materialize( void );
#endif
// All predicted weapons need to implement and return true
virtual bool IsPredicted() const;
CBasePlayer* GetPlayerOwner() const;
CPortal_Player* GetPortalPlayerOwner() const;
// Get specific Portal weapon ID (ie: WEAPON_PORTALGUN, etc)
virtual PortalWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
CPortalSWeaponInfo const &GetPortalWpnData() const;
virtual void FireBullets( const FireBulletsInfo_t &info );
public:
#if defined( CLIENT_DLL )
virtual int DrawModel( int flags );
virtual bool ShouldDraw( void );
virtual bool ShouldDrawCrosshair( void ) { return true; }
virtual bool ShouldPredict();
virtual void OnDataChanged( DataUpdateType_t type );
virtual void DrawCrosshair();
virtual void DoAnimationEvents( CStudioHdr *pStudio );
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
#else
virtual void Spawn();
#endif
float m_flPrevAnimTime;
float m_flNextResetCheckTime;
Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
private:
CWeaponPortalBase( const CWeaponPortalBase & );
Vector m_vOriginalSpawnOrigin;
QAngle m_vOriginalSpawnAngles;
};
#endif // WEAPON_PORTALBASE_H