Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Grappling Hook
//
//=============================================================================
#ifndef TF_WEAPON_GRAPPLINGHOOK_H
#define TF_WEAPON_GRAPPLINGHOOK_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weapon_rocketlauncher.h"
#ifdef CLIENT_DLL
#include "econ_notifications.h"
#define CTFGrapplingHook C_TFGrapplingHook
#endif // CLIENT_DLL
// ------------------------------------------------------------------------------------------------------------------------
class CTFGrapplingHook : public CTFRocketLauncher
{
public:
DECLARE_CLASS( CTFGrapplingHook, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif // GAME_DLL
CTFGrapplingHook();
virtual void Precache() OVERRIDE;
virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer ) OVERRIDE;
virtual void ItemPostFrame( void ) OVERRIDE;
virtual bool CanAttack( void ) OVERRIDE;
virtual void PrimaryAttack( void ) OVERRIDE;
virtual bool Deploy( void ) OVERRIDE;
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) OVERRIDE;
virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f ) OVERRIDE;
virtual int GetWeaponID( void ) const OVERRIDE { return TF_WEAPON_GRAPPLINGHOOK; }
virtual float GetProjectileSpeed( void ) OVERRIDE;
virtual float GetProjectileGravity( void ) OVERRIDE { return 0.f; }
virtual int GetWeaponProjectileType( void ) const OVERRIDE { return TF_PROJECTILE_GRAPPLINGHOOK; }
virtual bool ShouldRemoveDisguiseOnPrimaryAttack() const OVERRIDE { return false; }
virtual bool ShouldRemoveInvisibilityOnPrimaryAttack() const OVERRIDE { return false; }
virtual int GetCanAttackFlags() const OVERRIDE { return TF_CAN_ATTACK_FLAG_GRAPPLINGHOOK; }
virtual bool SendWeaponAnim( int iActivity );
virtual void PlayWeaponShootSound( void ) OVERRIDE;
#ifdef CLIENT_DLL
virtual void UpdateOnRemove() OVERRIDE;
virtual void OnDataChanged( DataUpdateType_t type ) OVERRIDE;
#endif // CLIENT_DLL
// acttable override
virtual acttable_t *ActivityList( int &iActivityCount ) OVERRIDE;
// poseparam override
virtual poseparamtable_t *PoseParamList( int &iPoseParamCount ) OVERRIDE;
#ifdef GAME_DLL
void ActivateRune();
#endif // GAME_DLL
private:
#ifdef GAME_DLL
void RemoveHookProjectile( bool bForce = false );
bool IsLatchedToTargetPlayer() const;
bool m_bReleasedAfterLatched;
#endif // GAME_DLL
#ifdef CLIENT_DLL
void StartHookSound();
void StopHookSound();
void UpdateHookSound();
CSoundPatch *m_pHookSound;
bool m_bLatched;
float m_flNextSupernovaDenyWarning;
#endif // CLIENT_DLL
void OnHookReleased( bool bForce );
CNetworkHandle( CBaseEntity, m_hProjectile );
CountdownTimer m_startFiringTimer;
CountdownTimer m_startPullingTimer;
};
#ifdef CLIENT_DLL
class CEquipGrapplingHookNotification : public CEconNotification
{
public:
CEquipGrapplingHookNotification() : CEconNotification()
{
m_bHasTriggered = false;
}
~CEquipGrapplingHookNotification()
{
if ( !m_bHasTriggered )
{
m_bHasTriggered = true;
}
}
virtual void MarkForDeletion()
{
m_bHasTriggered = true;
CEconNotification::MarkForDeletion();
}
virtual bool BShowInGameElements() const { return true; }
virtual EType NotificationType() { return eType_AcceptDecline; }
virtual void Accept();
virtual void Trigger() { Accept(); }
virtual void Decline() { MarkForDeletion(); }
virtual void UpdateTick();
static bool IsNotificationType( CEconNotification *pNotification ) { return dynamic_cast< CEquipGrapplingHookNotification *>( pNotification ) != NULL; }
private:
bool m_bHasTriggered;
};
#endif // CLIENT_DLL
#endif // TF_WEAPON_GRAPPLINGHOOK_H