Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_BUFF_ITEM_H
#define TF_WEAPON_BUFF_ITEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#include "tf_item_wearable.h"
#include "GameEventListener.h"
#ifdef CLIENT_DLL
#include "c_tf_buff_banner.h"
#define CTFBuffItem C_TFBuffItem
class C_TFBuffBanner;
#endif
//=============================================================================
//
// Buff item weapon class.
//
enum EBuffItemTypes
{
EBuffBanner = 1,
EBattalion,
EConcheror,
EParachute,
NUM_BUFF_ITEM_TYPES = EParachute
};
enum EParachuteStates
{
EParachuteDeployed,
EParachuteDeployed_Idle,
EParachuteRetracted,
EParachuteRetracted_Idle,
};
class CTFBuffItem : public CTFWeaponBaseMelee
{
public:
DECLARE_CLASS( CTFBuffItem, CTFWeaponBaseMelee );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFBuffItem();
~CTFBuffItem();
virtual int GetWeaponID( void ) const { return TF_WEAPON_BUFF_ITEM; }
virtual void Precache();
virtual void PrimaryAttack();
virtual void Equip( CBaseCombatCharacter *pOwner ) OVERRIDE;
virtual void Detach( void ) OVERRIDE;
void FireGameEvent( IGameEvent* event );
virtual void CreateBanner();
virtual bool SendWeaponAnim( int iActivity );
void BlowHorn( void );
void RaiseFlag( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual bool CanReload( void );
virtual int GetBuffType() { int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type ); return iBuffType; }
#ifdef CLIENT_DLL
void SetBanner( C_TFBuffBanner* pNewBanner ) { m_hBannerEntity.Set( pNewBanner ); }
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
#endif
virtual void WeaponReset( void );
float GetProgress( void );
bool IsFull( void ); // same as GetProgress() without the division by 100.0f
const char* GetEffectLabelText( void ) { return "#TF_RAGE"; }
bool EffectMeterShouldFlash( void );
protected:
#ifdef CLIENT_DLL
CHandle<C_TFBuffBanner> m_hBannerEntity;
int m_iBuffType;
#endif // CLIENT_DLL
private:
CTFBuffItem( const CTFBuffItem & ) {}
bool m_bPlayingHorn;
};
#endif // TF_WEAPON_BUFF_ITEM_H