Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef TF_WEAPON_RAYGUN_REVENGE_H
#define TF_WEAPON_RAYGUN_REVENGE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_shotgun.h"
#include "tf_weapon_rocketlauncher.h"
// Client specific.
#ifdef CLIENT_DLL
#define CTFRaygun C_TFRaygun
#define CTFDRGPomson C_TFDRGPomson
#endif
#define RAYGUN_ENERGY_PER_SHOT 20
#define RAYGUN_ENERGY_PER_PUMP 100
class CTFRaygun_Revenge : public CTFRaygun
{
public:
DECLARE_CLASS( CTFRaygun, CTFRocketLauncher );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFRaygun();
virtual void Precache();
virtual int GetWeaponID( void ) const { return TF_WEAPON_RAYGUN_REVENGE; }
virtual float GetProjectileSpeed( void );
virtual float GetProjectileGravity( void );
virtual bool IsViewModelFlipped( void );
const char* GetEffectLabelText( void ) { return "#TF_BISON"; }
float GetProgress( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual bool Deploy( void );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void ModifyProjectile( CBaseEntity* pProj );
virtual const char* GetMuzzleFlashParticleEffect( void );
virtual float GetDamage( void ) { return 20.f; }
virtual bool IsEnergyWeapon( void ) const { return true; }
virtual float Energy_GetShotCost( void ) const
{
int iNoDrain = 0;
CALL_ATTRIB_HOOK_INT( iNoDrain, energy_weapon_no_drain );
if ( iNoDrain > 0 )
{
return 0.0f;
}
return 25.f;
}
virtual float Energy_GetRechargeCost( void ) const { return 25.f; }
#ifdef CLIENT_DLL
virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
void ClientEffectsThink( void );
virtual bool ShouldPlayClientReloadSound() { return true; }
#endif
private:
float m_flIrradiateTime;
bool m_bEffectsThinking;
};
//---------------------------------------------------------
class CTFDRGPomson : public CTFRaygun
{
public:
DECLARE_CLASS( CTFDRGPomson, CTFRaygun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_DRG_POMSON; }
const char* GetEffectLabelText( void ) { return "#TF_POMSON_HUD"; }
};
#endif // TF_WEAPON_RAYGUN_REVENGE_H