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98 lines
2.2 KiB
98 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Engineer's Laser Pointer
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//
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//=============================================================================//
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#ifndef TF_WEAPON_LASER_POINTER_H
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#define TF_WEAPON_LASER_POINTER_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_sniperrifle.h"
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#include "Sprite.h"
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#if defined( CLIENT_DLL )
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#define CTFLaserPointer C_TFLaserPointer
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#define CLaserDot C_LaserDot
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#endif
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//=============================================================================
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//
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// Laser Dot
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//
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class CLaserDot : public CSniperDot
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{
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public:
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DECLARE_CLASS( CLaserDot, CSniperDot );
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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// Creation/Destruction.
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CLaserDot( void );
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~CLaserDot( void );
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static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
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#ifdef CLIENT_DLL
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virtual int DrawModel( int flags );
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virtual bool ShouldDraw( void ) { return false; }
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#endif
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};
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//=============================================================================
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//
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// Laser Pointer
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//
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class CTFLaserPointer : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFLaserPointer, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFLaserPointer();
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~CTFLaserPointer();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_LASER_POINTER; }
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virtual void Precache();
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual void WeaponIdle( void );
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virtual bool UsesClipsForAmmo1( void ) const { return false; }
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virtual bool UsesClipsForAmmo2( void ) const { return false; }
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#ifdef GAME_DLL
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CLaserDot* GetLaserDot() { return m_hLaserDot.Get(); }
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bool HasLaserDot() { return GetLaserDot()?true:false; }
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#endif
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private:
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void CreateLaserDot( void );
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void DestroyLaserDot( void );
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void UpdateLaserDot( void );
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private:
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#ifdef GAME_DLL
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CHandle<CLaserDot> m_hLaserDot;
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#endif
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float m_flNextAttack;
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float m_flStartedFiring;
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bool m_bDoHandIdle;
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bool m_bDeployed;
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CTFLaserPointer( const CTFLaserPointer & );
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};
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#endif // TF_WEAPON_LASER_POINTER_H
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