Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_LUNCHBOX_H
#define TF_WEAPON_LUNCHBOX_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFLunchBox C_TFLunchBox
#define CTFLunchBox_Drink C_TFLunchBox_Drink
#endif
enum lunchbox_weapontypes_t
{
LUNCHBOX_STANDARD = 0, // Careful, can be the Scout BONK drink, or the Heavy sandvich.
LUNCHBOX_ADDS_MAXHEALTH,
LUNCHBOX_ADDS_MINICRITS,
LUNCHBOX_STANDARD_ROBO,
LUNCHBOX_STANDARD_FESTIVE,
LUNCHBOX_ADDS_AMMO,
};
#define TF_SANDWICH_REGENTIME 30
#define TF_CHOCOLATE_BAR_REGENTIME 10
//=============================================================================
//
// TF Weapon Lunchbox.
//
class CTFLunchBox : public CTFWeaponBase
{
public:
DECLARE_CLASS( CTFLunchBox, CTFWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
// Server specific.
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
CTFLunchBox();
virtual void UpdateOnRemove( void );
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_LUNCHBOX; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void WeaponReset( void );
virtual bool UsesPrimaryAmmo();
virtual bool DropAllowed( void );
int GetLunchboxType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
float GetProgress( void ) { return GetEffectBarProgress(); }
const char* GetEffectLabelText( void ) { return "#TF_SANDWICH"; }
void DrainAmmo( bool bForceCooldown = false );
virtual float InternalGetEffectBarRechargeTime( void ) { return GetLunchboxType() == LUNCHBOX_ADDS_MAXHEALTH ? TF_CHOCOLATE_BAR_REGENTIME : TF_SANDWICH_REGENTIME; }
virtual void Detach( void ) OVERRIDE;
#ifdef GAME_DLL
void ApplyBiteEffects( CTFPlayer *pPlayer );
#endif
private:
CTFLunchBox( const CTFLunchBox & ) {}
// Prevent spamming with resupply cabinets: only 1 thrown at a time
EHANDLE m_hThrownPowerup;
};
//=============================================================================
//
// TF Weapon Energy drink.
//
class CTFLunchBox_Drink : public CTFLunchBox
{
public:
DECLARE_CLASS( CTFLunchBox_Drink, CTFLunchBox );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFLunchBox_Drink();
bool AllowTaunts( void ) { return false; }
virtual bool DropAllowed( void ) { return false; }
const char* GetEffectLabelText( void ) { return "#TF_ENERGYDRINK"; }
#ifdef CLIENT_DLL
virtual const char* ModifyEventParticles( const char* token );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
#endif
};
#endif // TF_WEAPON_LUNCHBOX_H