Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon Base Gun
//
//=============================================================================
#ifndef TF_WEAPONBASE_GUN_H
#define TF_WEAPONBASE_GUN_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "tf_weaponbase.h"
#define CREATE_SIMPLE_WEAPON_TABLE( WpnName, entityname ) \
\
IMPLEMENT_NETWORKCLASS_ALIASED( WpnName, DT_##WpnName ) \
\
BEGIN_NETWORK_TABLE( C##WpnName, DT_##WpnName ) \
END_NETWORK_TABLE() \
\
BEGIN_PREDICTION_DATA( C##WpnName ) \
END_PREDICTION_DATA() \
\
LINK_ENTITY_TO_CLASS( entityname, C##WpnName ); \
PRECACHE_WEAPON_REGISTER( entityname );
#if defined( CLIENT_DLL )
#define CTFWeaponBaseGun C_TFWeaponBaseGun
#endif
#define ZOOM_CONTEXT "ZoomContext"
#define ZOOM_REZOOM_TIME 1.4f
//=============================================================================
//
// Weapon Base Melee Gun
//
class CTFWeaponBaseGun : public CTFWeaponBase
{
public:
DECLARE_CLASS( CTFWeaponBaseGun, CTFWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
CTFWeaponBaseGun();
virtual void PrimaryAttack();
virtual void SecondaryAttack( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
// Derived classes call this to fire a bullet.
//bool TFBaseGunFire( void );
virtual void DoFireEffects();
virtual bool ShouldDoMuzzleFlash( void ) { return true; }
void ToggleZoom( void );
virtual int GetWeaponProjectileType( void ) const { return m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iProjectile; }
virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
virtual void RemoveProjectileAmmo( CTFPlayer *pPlayer );
virtual void ModifyProjectile( CBaseEntity* pProj ) {};
virtual void FireBullet( CTFPlayer *pPlayer );
CBaseEntity *FireRocket( CTFPlayer *pPlayer, int iRocketType=0 );
CBaseEntity *FireNail( CTFPlayer *pPlayer, int iSpecificNail );
virtual CBaseEntity *FirePipeBomb( CTFPlayer *pPlayer, int iPipeBombType );
CBaseEntity *FireFlare( CTFPlayer *pPlayer );
virtual CBaseEntity *FireArrow( CTFPlayer *pPlayer, ProjectileType_t projectileType );
virtual CBaseEntity *FireJar( CTFPlayer *pPlayer );
virtual CBaseEntity *FireFlameRocket( CTFPlayer *pPlayer );
virtual CBaseEntity *FireEnergyBall( CTFPlayer *pPlayer, bool bRing=false );
virtual bool HasLastShotCritical( void );
virtual float GetWeaponSpread( void );
virtual void GetCustomProjectileModel( CAttribute_String *attrCustomProjModel );
virtual float GetProjectileSpeed( void ) { return 0.0f; }
virtual float GetProjectileGravity( void ) { return 0.f; }
virtual float GetProjectileSpread( void ) { return 0.0f; }
virtual int GetAmmoPerShot( void );
void UpdatePunchAngles( CTFPlayer *pPlayer );
virtual float GetProjectileDamage( void );
virtual bool ShouldPlayFireAnim( void ) { return true; }
virtual void ZoomIn( void );
virtual void ZoomOut( void );
void ZoomOutIn( void );
virtual void PlayWeaponShootSound( void );
virtual bool HasPrimaryAmmo( void );
virtual bool CanDeploy( void );
virtual bool CanBeSelected( void );
virtual bool ShouldRemoveDisguiseOnPrimaryAttack() const;
private:
CTFWeaponBaseGun( const CTFWeaponBaseGun & );
};
#endif // TF_WEAPONBASE_GUN_H