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142 lines
3.7 KiB
142 lines
3.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#ifndef TF_WEAPON_GRENADELAUNCHER_H
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#define TF_WEAPON_GRENADELAUNCHER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_gun.h"
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#include "tf_weaponbase_grenadeproj.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFGrenadeLauncher C_TFGrenadeLauncher
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#define CTFCannon C_TFCannon
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#endif
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#define TF_GRENADE_LAUNCHER_XBOX_CLIP 4
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//=============================================================================
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//
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// TF Weapon Grenade Launcher.
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//
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class CTFGrenadeLauncher : public CTFWeaponBaseGun, public ITFChargeUpWeapon
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{
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public:
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DECLARE_CLASS( CTFGrenadeLauncher, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFGrenadeLauncher();
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~CTFGrenadeLauncher();
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virtual void Spawn( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADELAUNCHER; }
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virtual void SecondaryAttack();
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virtual void FireFullClipAtOnce( void );
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//virtual CBaseEntity* FirePipeBomb( CTFPlayer *pPlayer, int iPipeBombType );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual bool Deploy( void );
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virtual void PrimaryAttack( void );
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virtual void ItemPostFrame( void );
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virtual void Misfire( void );
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virtual void WeaponIdle( void );
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virtual bool SendWeaponAnim( int iActivity );
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virtual void WeaponReset( void );
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virtual float GetProjectileSpeed( void );
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int GetDetonateMode( void ) const;
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virtual bool Reload( void );
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virtual int GetMaxClip1( void ) const;
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virtual int GetDefaultClip1( void ) const;
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virtual bool IsBlastImpactWeapon( void ) const { return true; }
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// ITFChargeUpWeapon
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virtual bool CanCharge( void );
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virtual float GetChargeBeginTime( void );
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virtual float GetChargeMaxTime( void );
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void LaunchGrenade( void );
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void AddDonkVictim( const CBaseEntity* pVictim );
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bool IsDoubleDonk( const CBaseEntity* pVictim ) const;
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private:
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CTFGrenadeLauncher( const CTFGrenadeLauncher & ) {}
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int m_nLauncherSlot;
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void FireProjectileInternal( CTFPlayer* pTFPlayer );
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void PostFire();
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void ResetDetonateTime();
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float GetMortarDetonateTimeLength();
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CNetworkVar( float, m_flDetonateTime );
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// Barrel rotation needs to be in sync
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CNetworkVar( int, m_iCurrentTube ); // Which tube is the one we just fired out of
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CNetworkVar( int, m_iGoalTube ); // Which tube is the one we would like to fire out of next?
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int m_iBarrelBone;
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float m_flBarrelRotateBeginTime; // What time did we begin the animation to rotate to the next barrel?
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float m_flBarrelAngle; // What is the current rotation of the barrel?
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bool m_bCurrentAndGoalTubeEqual;
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#ifdef CLIENT_DLL
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void StartChargeEffects();
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void StopChargeEffects();
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CNewParticleEffect *m_pCannonFuseSparkEffect;
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CNewParticleEffect *m_pCannonCharge;
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// Barrel spinning (cribbed from Minigun)
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virtual CStudioHdr *OnNewModel( void );
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virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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virtual void OnDataChanged( DataUpdateType_t type );
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void UpdateBarrelMovement( void );
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virtual void ViewModelAttachmentBlending( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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#endif // CLIENT_DLL
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virtual void ItemPreFrame( void );
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struct Donks_t
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{
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CHandle <CBaseEntity> m_hVictim;
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float m_flExpireTime;
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};
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CUtlVector< Donks_t > m_vecDonkVictims;
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};
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class CTFCannon : public CTFGrenadeLauncher
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{
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public:
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DECLARE_CLASS( CTFCannon, CTFGrenadeLauncher );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_CANNON; }
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};
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#endif // TF_WEAPON_GRENADELAUNCHER_H
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