Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon Base Melee
//
//=============================================================================
#ifndef TF_WEAPONBASE_MELEE_H
#define TF_WEAPONBASE_MELEE_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
#include "tf_weaponbase.h"
#if defined( CLIENT_DLL )
#define CTFWeaponBaseMelee C_TFWeaponBaseMelee
extern ConVar cl_crosshair_file;
#endif
//=============================================================================
//
// Weapon Base Melee Class
//
class CTFWeaponBaseMelee : public CTFWeaponBase
{
public:
DECLARE_CLASS( CTFWeaponBaseMelee, CTFWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
CTFWeaponBaseMelee();
// We say yes to this so the weapon system lets us switch to it.
virtual bool HasPrimaryAmmo() { return true; }
virtual bool CanBeSelected() { return true; }
virtual void Precache();
virtual void ItemPreFrame();
virtual void ItemPostFrame();
virtual void Spawn();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual int GetWeaponID( void ) const { return TF_WEAPON_NONE; }
virtual int GetSwingRange( void );
virtual void WeaponReset( void );
virtual bool CanHolster( void ) const;
virtual bool CalcIsAttackCriticalHelper( void );
virtual bool CalcIsAttackCriticalHelperNoCrits( void );
virtual void DoViewModelAnimation( void );
virtual bool DoSwingTrace( trace_t &trace );
virtual void Smack( void );
virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace );
virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace, float flDamageMod );
virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
#ifndef CLIENT_DLL
virtual float GetForceScale( void );
virtual int GetDamageCustom( void ) { return TF_DMG_CUSTOM_NONE; }
#endif
// Call when we hit an entity. Use for special weapon effects on hit.
virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info );
virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
bool ConnectedHit( void ) { return m_bConnected; }
virtual char const *GetShootSound( int iIndex ) const;
public:
CTFWeaponInfo *m_pWeaponInfo;
protected:
virtual void Swing( CTFPlayer *pPlayer );
protected:
float m_flSmackTime;
bool m_bConnected;
bool m_bMiniCrit;
#ifdef GAME_DLL
CUtlVector< CHandle< CTFPlayer > > m_potentialVictimVector;
#endif
private:
bool DoSwingTraceInternal( trace_t &trace, bool bCleave, CUtlVector< trace_t >* pTargetTraceVector );
bool OnSwingHit( trace_t &trace );
CTFWeaponBaseMelee( const CTFWeaponBaseMelee & ) {}
};
#endif // TF_WEAPONBASE_MELEE_H