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131 lines
3.8 KiB
131 lines
3.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef TF_WEAPON_PIPEBOMBLAUNCHER_H
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#define TF_WEAPON_PIPEBOMBLAUNCHER_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_weapon_grenade_pipebomb.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFPipebombLauncher C_TFPipebombLauncher
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#endif
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#define TF_PIPEBOMB_MAX_CHARGE_TIME 4.0f
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#define TF_DETONATE_MODE_STANDARD 0
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#define TF_DETONATE_MODE_DOT 1
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#define TF_DETONATE_MODE_AIR 2
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// hard code these eventually
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#define TF_PIPEBOMB_MIN_CHARGE_VEL 900
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#define TF_PIPEBOMB_MAX_CHARGE_VEL 2400
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//=============================================================================
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//
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// TF Weapon Pipebomb Launcher.
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//
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#ifdef GAME_DLL
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class CTFPipebombLauncher : public CTFWeaponBaseGun, public ITFChargeUpWeapon, public IEntityListener
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#else
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class CTFPipebombLauncher : public CTFWeaponBaseGun, public ITFChargeUpWeapon
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#endif
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{
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public:
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DECLARE_CLASS( CTFPipebombLauncher, 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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CTFPipebombLauncher();
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~CTFPipebombLauncher();
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virtual void Spawn( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_PIPEBOMBLAUNCHER; }
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
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virtual void ItemBusyFrame( void );
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virtual void ItemPostFrame( void );
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virtual void SecondaryAttack();
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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 WeaponIdle( void );
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virtual float GetProjectileSpeed( void );
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virtual bool Reload( void );
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virtual void WeaponReset( void );
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public:
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// ITFChargeUpWeapon
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virtual bool CanCharge() { return true; }
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virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; }
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virtual float GetChargeMaxTime( void ) { float flChargeTime = TF_PIPEBOMB_MAX_CHARGE_TIME; CALL_ATTRIB_HOOK_FLOAT( flChargeTime, stickybomb_charge_rate ) return flChargeTime; }
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virtual float GetChargeForceReleaseTime( void ) { return GetChargeMaxTime(); }
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int GetPipeBombCount( void ) { return m_iPipebombCount; }
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const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &GetPipeBombVector( void ) const;
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int GetDetonateMode( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_detonate_mode ); return iMode; };
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bool CanDestroyStickies( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, stickies_detonate_stickies ); return (iMode == 1); };
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virtual void LaunchGrenade( void );
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virtual void ForceLaunchGrenade( void ) { LaunchGrenade(); }
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virtual bool DetonateRemotePipebombs( bool bFizzle );
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virtual bool ModifyPipebombsInView( int iEffect );
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virtual void AddPipeBomb( CTFGrenadePipebombProjectile *pBomb );
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void DeathNotice( CBaseEntity *pVictim );
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#ifdef CLIENT_DLL
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void BombHighlightThink( void );
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#endif
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#ifdef GAME_DLL
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void UpdateOnRemove( void );
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virtual void ApplyPostHitEffects( const CTakeDamageInfo &inputInfo, CTFPlayer *pPlayer );
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protected:
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// This is here so we can network the pipebomb count for prediction purposes
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CNetworkVar( int, m_iPipebombCount );
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#endif
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#ifdef CLIENT_DLL
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int m_iPipebombCount;
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float m_flNextBombCheckTime;
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bool m_bBombThinking;
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#endif
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// List of active pipebombs
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typedef CHandle<CTFGrenadePipebombProjectile> PipebombHandle;
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CUtlVector<PipebombHandle> m_Pipebombs;
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CNetworkVar( float, m_flChargeBeginTime );
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float m_flLastDenySoundTime;
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bool m_bNoAutoRelease;
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bool m_bWantsToShoot;
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private:
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CTFPipebombLauncher( const CTFPipebombLauncher & ) {}
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};
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inline const CUtlVector< CHandle< CTFGrenadePipebombProjectile > > &CTFPipebombLauncher::GetPipeBombVector( void ) const
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{
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return m_Pipebombs;
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}
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#endif // TF_WEAPON_PIPEBOMBLAUNCHER_H
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