Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_DROPPED_WEAPON_H
#define TF_DROPPED_WEAPON_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#define CTFDroppedWeapon C_TFDroppedWeapon
#endif // CLIENT_DLL
#ifdef GAME_DLL
class CTFPlayer;
#endif // GAME_DLL
DECLARE_AUTO_LIST( IDroppedWeaponAutoList );
class CTFDroppedWeapon : public CBaseAnimating, public IDroppedWeaponAutoList
{
public:
DECLARE_CLASS( CTFDroppedWeapon, CBaseAnimating );
DECLARE_NETWORKCLASS();
CTFDroppedWeapon();
~CTFDroppedWeapon();
virtual void Spawn() OVERRIDE;
#ifdef CLIENT_DLL
virtual void OnPreDataChanged( DataUpdateType_t updateType ) OVERRIDE;
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
virtual void ClientThink() OVERRIDE;
// target id
virtual bool IsVisibleToTargetID( void ) const OVERRIDE;
// Draw Attachment models
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual IMaterial *GetEconWeaponMaterialOverride( int iTeam ) OVERRIDE;
virtual void ModifyEmitSoundParams( EmitSound_t &params ) OVERRIDE;
#endif // CLIENT_DLL
#ifdef GAME_DLL
static CTFDroppedWeapon *Create( CTFPlayer *pLastOwner, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszModelName, const CEconItemView *pItem );
void InitDroppedWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, bool bSwap, bool bIsSuicide = false );
void InitPickedUpWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon );
void ChargeLevelDegradeThink();
#endif // GAME_DLL
CEconItemView *GetItem() { return &m_Item; }
const CEconItemView *GetItem() const { return &m_Item; }
float GetChargeLevel( void ){ return m_flChargeLevel; }
private:
CNetworkVarEmbedded( CEconItemView, m_Item );
CNetworkVar( float, m_flChargeLevel );
#ifdef GAME_DLL
CHandle< CTFPlayer > m_hPlayer;
// preserve weapon ammo in the clip
void SetItem( const CEconItemView *pItem );
// preserve ammo count
int m_nClip;
int m_nAmmo;
int m_nDetonated;
float m_flEnergy;
float m_flEffectBarRegenTime;
float m_flNextPrimaryAttack;
float m_flNextSecondaryAttack;
#endif // GAME_DLL
#ifdef CLIENT_DLL
void SetupParticleEffect();
HPARTICLEFFECT m_effect;
CHandle< C_BaseAnimating > m_worldmodelStatTrakAddon;
void UpdateGlowEffect( void );
void DestroyGlowEffect( void );
CGlowObject *m_pGlowEffect;
bool m_bShouldGlowForLocalPlayer;
CUtlVector<AttachedModelData_t> m_vecAttachedModels;
float m_flOldChargeLevel;
#endif // CLIENT_DLL
};
#endif // TF_DROPPED_WEAPON_H