You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
206 lines
5.4 KiB
206 lines
5.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
#ifndef TF_WEAPON_MINIGUN_H
|
|
#define TF_WEAPON_MINIGUN_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "GameEventListener.h"
|
|
#include "tf_weaponbase_gun.h"
|
|
|
|
#ifdef CLIENT_DLL
|
|
#include "particles_new.h"
|
|
#endif
|
|
|
|
// Client specific.
|
|
#ifdef CLIENT_DLL
|
|
#define CTFMinigun C_TFMinigun
|
|
#endif
|
|
|
|
#ifdef GAME_DLL
|
|
class ITFProjectile;
|
|
#endif // GAME_DLL
|
|
|
|
enum MinigunState_t
|
|
{
|
|
// Firing states.
|
|
AC_STATE_IDLE = 0,
|
|
AC_STATE_STARTFIRING,
|
|
AC_STATE_FIRING,
|
|
AC_STATE_SPINNING,
|
|
AC_STATE_DRYFIRE
|
|
};
|
|
|
|
enum minigun_weapontypes_t
|
|
{
|
|
MINIGUN_STANDARD = 0,
|
|
MINIGUN_STUN, // Natascha
|
|
};
|
|
|
|
//=============================================================================
|
|
//
|
|
// TF Weapon Minigun
|
|
//
|
|
class CTFMinigun : public CTFWeaponBaseGun
|
|
{
|
|
public:
|
|
|
|
DECLARE_CLASS( CTFMinigun, CTFWeaponBaseGun );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
// Server specific.
|
|
#ifndef CLIENT_DLL
|
|
DECLARE_DATADESC();
|
|
#endif
|
|
|
|
CTFMinigun();
|
|
~CTFMinigun();
|
|
|
|
virtual void Precache( void );
|
|
virtual int GetWeaponID( void ) const { return TF_WEAPON_MINIGUN; }
|
|
virtual void ItemPostFrame( void );
|
|
virtual void PrimaryAttack();
|
|
virtual void SecondaryAttack();
|
|
void SharedAttack();
|
|
virtual void WeaponIdle();
|
|
virtual bool SendWeaponAnim( int iActivity );
|
|
virtual bool CanHolster( void ) const;
|
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
|
|
virtual bool HolsterOnDetach() { return true; }
|
|
virtual bool Lower( void );
|
|
virtual void HandleFireOnEmpty( void );
|
|
virtual void WeaponReset( void );
|
|
virtual float GetProjectileDamage( void );
|
|
virtual bool ShouldDoMuzzleFlash( void ) { return false; }
|
|
virtual float GetWeaponSpread( void );
|
|
|
|
virtual void FireGameEvent( IGameEvent *event );
|
|
|
|
#ifdef GAME_DLL
|
|
virtual int UpdateTransmitState( void );
|
|
|
|
void AttackEnemyProjectiles( void );
|
|
void ActivatePushBackAttackMode( void );
|
|
#endif
|
|
|
|
void RingOfFireAttack( int nDamage );
|
|
|
|
virtual int GetCustomDamageType() const { return TF_DMG_CUSTOM_MINIGUN; }
|
|
int GetMinigunType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
|
|
bool HasSpinSounds( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, minigun_no_spin_sounds ); return iMode!=1; };
|
|
bool CanHolsterWhileSpinning( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, mod_minigun_can_holster_while_spinning ); return iMode!=0; };
|
|
|
|
float GetFiringDuration( void ) { return ( m_flStartedFiringAt >= 0.f ) ? ( gpGlobals->curtime - m_flStartedFiringAt ) : 0.f; }
|
|
float GetWindUpDuration( void ) { return ( m_flStartedWindUpAt >= 0.f ) ? ( gpGlobals->curtime - m_flStartedWindUpAt ) : 0.f; }
|
|
|
|
float GetProgress( void );
|
|
bool IsRageFull( void ); // same as GetProgress() without the division by 100.0f
|
|
const char* GetEffectLabelText( void ) { return "#TF_Rage"; }
|
|
bool EffectMeterShouldFlash( void );
|
|
|
|
virtual bool CanInspect() const OVERRIDE;
|
|
|
|
#ifdef GAME_DLL
|
|
virtual CDmgAccumulator *GetDmgAccumulator( void ) { return &m_Accumulator; }
|
|
#endif // GAME_DLL
|
|
|
|
#ifdef CLIENT_DLL
|
|
float GetBarrelRotation();
|
|
#endif
|
|
|
|
private:
|
|
|
|
CTFMinigun( const CTFMinigun & ) {}
|
|
|
|
void WindUp( void );
|
|
void WindDown( void );
|
|
|
|
#ifdef GAME_DLL
|
|
CDmgAccumulator m_Accumulator;
|
|
#endif // GAME_DLL
|
|
|
|
#ifdef CLIENT_DLL
|
|
// Barrel spinning
|
|
virtual CStudioHdr *OnNewModel( void );
|
|
virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
|
|
|
|
virtual void UpdateOnRemove( void );
|
|
|
|
void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles );
|
|
|
|
void OnDataChanged( DataUpdateType_t type );
|
|
|
|
virtual void ItemPreFrame( void );
|
|
|
|
// Firing sound
|
|
void WeaponSoundUpdate( void );
|
|
void PlayStopFiringSound();
|
|
|
|
void UpdateBarrelMovement( void );
|
|
virtual void SetDormant( bool bDormant );
|
|
|
|
virtual void ViewModelAttachmentBlending( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
|
|
#endif
|
|
|
|
virtual bool CanReload( void ){ return false; }
|
|
|
|
private:
|
|
virtual void PlayWeaponShootSound( void ) {} // override base class call to play shoot sound; we handle that ourselves separately
|
|
|
|
void SetWeaponState( MinigunState_t nState );
|
|
|
|
CNetworkVar( MinigunState_t, m_iWeaponState );
|
|
CNetworkVar( bool, m_bCritShot );
|
|
|
|
float m_flNextFiringSpeech;
|
|
float m_flStartedFiringAt;
|
|
float m_flStartedWindUpAt;
|
|
float m_flBarrelCurrentVelocity;
|
|
float m_flBarrelTargetVelocity;
|
|
int m_iBarrelBone;
|
|
float m_flBarrelAngle;
|
|
CSoundPatch *m_pSoundCur; // the weapon sound currently being played
|
|
int m_iMinigunSoundCur; // the enum value of the weapon sound currently being played
|
|
float m_flMinigunSoundCurrentPitch;
|
|
|
|
#ifdef GAME_DLL
|
|
float m_flAegisCheckTime;
|
|
#endif
|
|
|
|
float m_flNextRingOfFireAttackTime;
|
|
float m_flAccumulatedAmmoDrain;
|
|
float m_flLastAmmoDrainTime;
|
|
|
|
bool m_bAttack3Down;
|
|
|
|
#ifdef CLIENT_DLL
|
|
void StartBrassEffect();
|
|
void StopBrassEffect();
|
|
void HandleBrassEffect();
|
|
|
|
EHANDLE m_hEjectBrassWeapon;
|
|
CNewParticleEffect *m_pEjectBrassEffect;
|
|
int m_iEjectBrassAttachment;
|
|
|
|
void StartMuzzleEffect();
|
|
void StopMuzzleEffect();
|
|
void HandleMuzzleEffect();
|
|
|
|
EHANDLE m_hMuzzleEffectWeapon;
|
|
CNewParticleEffect *m_pMuzzleEffect;
|
|
int m_iMuzzleAttachment;
|
|
|
|
int m_nShotsFired;
|
|
|
|
bool m_bRageDraining;
|
|
bool m_bPrevRageDraining;
|
|
|
|
MinigunState_t m_iPrevMinigunState;
|
|
#endif
|
|
};
|
|
|
|
#endif // TF_WEAPON_MINIGUN_H
|