Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_FLAREGUN_H
#define TF_WEAPON_FLAREGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#ifdef GAME_DLL
#include "tf_projectile_flare.h"
#endif
// Client specific.
#ifdef CLIENT_DLL
#define CTFFlareGun C_TFFlareGun
#define CTFFlareGun_Revenge C_TFFlareGun_Revenge
#endif
enum FlareGunTypes_t
{
FLAREGUN_NORMAL = 0,
FLAREGUN_DETONATE,
FLAREGUN_GRORDBORT,
FLAREGUN_SCORCHSHOT
};
//=============================================================================
//
// TF Weapon Flare gun.
//
class CTFFlareGun : public CTFWeaponBaseGun
{
public:
DECLARE_CLASS( CTFFlareGun, CTFWeaponBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
CTFFlareGun();
~CTFFlareGun();
virtual void Precache();
virtual void DestroySounds( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual bool Deploy( void );
virtual void ItemPostFrame( void );
virtual void WeaponReset( void );
int GetFlareGunType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; }
#ifdef GAME_DLL
void AddFlare( CTFProjectile_Flare *pFlare );
void DeathNotice( CBaseEntity *pVictim );
void DetonateFlare( void );
#endif
virtual void StartCharge( void );
virtual void StopCharge( void );
virtual void ChargePostFrame( void ) {} // Derived weapons can figure out what to do with this
virtual const char* GetChargeEffect( void ) const { return "drg_cowmangler_muzzleflash_chargeup"; }
float GetChargeBeginTime( void ) const { return m_flChargeBeginTime; }
protected:
#ifdef GAME_DLL
typedef CHandle<CTFProjectile_Flare> FlareHandle;
CUtlVector <FlareHandle> m_Flares;
int m_iFlareCount;
#endif
protected:
void StartChargeStartTime() { m_flChargeBeginTime = gpGlobals->curtime; }
#ifdef CLIENT_DLL
virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
void ClientEffectsThink( void );
void StartChargeEffects();
void StopChargeEffects();
virtual bool ShouldPlayClientReloadSound() { return true; }
#endif
private:
CNetworkVar( float, m_flChargeBeginTime );
bool m_bEffectsThinking;
float m_flLastDenySoundTime;
#if defined( CLIENT_DLL )
CSoundPatch *m_pChargeLoop;
bool m_bReadyToFire;
#endif
CTFFlareGun( const CTFFlareGun & ) {}
};
//---------------------------------------------------------
class CTFFlareGun_Revenge : public CTFFlareGun
{
public:
DECLARE_CLASS( CTFFlareGun_Revenge, CTFFlareGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFFlareGun_Revenge();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN_REVENGE; }
virtual bool IsEnergyWeapon( void ) const { return true; }
virtual int GetCustomDamageType() const;
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual bool Deploy( void );
#ifdef GAME_DLL
virtual void Detach();
#endif
int GetCount( void );
float GetProgress( void ) { return 0.0f; }
const char* GetEffectLabelText( void ) { return "#TF_CRITS"; }
const char* GetMuzzleFlashParticleEffect( void ) { return "drg_manmelter_muzzleflash"; }
virtual void PrimaryAttack();
virtual void SecondaryAttack( void );
virtual void ChargePostFrame( void );
virtual const char* GetChargeEffect( void ) const { return "drg_manmelter_vacuum"; }
virtual const char* ReadyToFireSound( void ) const { return "Weapon_SniperRailgun.NonScoped"; }
#ifdef CLIENT_DLL
virtual void OnDataChanged( DataUpdateType_t type );
void DoAbsorbEffect( void );
#endif
private:
bool ExtinguishPlayerInternal( CTFPlayer *pTarget, CTFPlayer *pOwner );
CNetworkVar( float, m_fLastExtinguishTime );
#ifdef CLIENT_DLL
int m_nOldRevengeCrits;
#endif
};
#endif // TF_WEAPON_FLAREGUN_H