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111 lines
2.6 KiB
111 lines
2.6 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_WRENCH_H
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#define TF_WEAPON_WRENCH_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_melee.h"
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#include "tf_item_wearable.h"
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#ifdef CLIENT_DLL
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#define CTFWrench C_TFWrench
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#define CTFRobotArm C_TFRobotArm
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#define CTFWearableRobotArm C_TFWearableRobotArm
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#endif
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//=============================================================================
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//
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// Wrench class.
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//
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class CTFWrench : public CTFWeaponBaseMelee
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{
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public:
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DECLARE_CLASS( CTFWrench, CTFWeaponBaseMelee );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFWrench();
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virtual void Spawn();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_WRENCH; }
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virtual void Smack( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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bool IsPDQ( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, wrench_builds_minisentry ); return iMode==1; };
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float GetConstructionValue( void );
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float GetRepairValue( void );
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#ifdef GAME_DLL
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virtual void Equip( CBaseCombatCharacter *pOwner );
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virtual void Detach();
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void ApplyBuildingHealthUpgrade( void );
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void OnFriendlyBuildingHit( CBaseObject *pObject, CTFPlayer *pPlayer, Vector hitLoc );
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#else
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virtual void ItemPostFrame();
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#endif
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private:
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bool m_bReloadDown;
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CTFWrench( const CTFWrench & ) {}
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};
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//=============================================================================
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//
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// Robot Arm class.
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//
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class CTFRobotArm : public CTFWrench
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{
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public:
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DECLARE_CLASS( CTFRobotArm, CTFWrench );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFRobotArm();
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virtual void Precache();
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#ifdef GAME_DLL
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virtual void Equip( CBaseCombatCharacter *pOwner );
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virtual void Drop( const Vector &vecVelocity );
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virtual void UpdateOnRemove( void );
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void RemoveRobotArm();
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virtual void OnActiveStateChanged( int iOldState );
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virtual int GetDamageCustom();
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virtual float GetForceScale( void );
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virtual bool HideAttachmentsAndShowBodygroupsWhenPerformingWeaponIndependentTaunt() const OVERRIDE { return false; }
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#endif
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virtual void PrimaryAttack();
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virtual void Smack( void );
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virtual void WeaponIdle( void );
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virtual void DoViewModelAnimation( void );
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private:
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CNetworkHandle( CTFWearable, m_hRobotArm );
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int m_iComboCount;
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float m_flLastComboHit;
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bool m_bBigIdle;
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bool m_bBigHit;
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};
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class CTFWearableRobotArm : public CTFWearable
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{
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public:
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DECLARE_CLASS( CTFWearableRobotArm, CTFWearable );
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DECLARE_NETWORKCLASS();
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};
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#endif // TF_WEAPON_WRENCH_H
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