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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf/tf_weapon_buff_item.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf/tf_weapon_buff_item.h')
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diff --git a/game/shared/tf/tf_weapon_buff_item.h b/game/shared/tf/tf_weapon_buff_item.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef TF_WEAPON_BUFF_ITEM_H
+#define TF_WEAPON_BUFF_ITEM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_melee.h"
+#include "tf_item_wearable.h"
+#include "GameEventListener.h"
+
+#ifdef CLIENT_DLL
+#include "c_tf_buff_banner.h"
+#define CTFBuffItem C_TFBuffItem
+class C_TFBuffBanner;
+#endif
+
+//=============================================================================
+//
+// Buff item weapon class.
+//
+enum EBuffItemTypes
+{
+ EBuffBanner = 1,
+ EBattalion,
+ EConcheror,
+ EParachute,
+
+ NUM_BUFF_ITEM_TYPES = EParachute
+};
+
+enum EParachuteStates
+{
+ EParachuteDeployed,
+ EParachuteDeployed_Idle,
+ EParachuteRetracted,
+ EParachuteRetracted_Idle,
+};
+
+class CTFBuffItem : public CTFWeaponBaseMelee
+{
+public:
+
+ DECLARE_CLASS( CTFBuffItem, CTFWeaponBaseMelee );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFBuffItem();
+ ~CTFBuffItem();
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_BUFF_ITEM; }
+
+ virtual void Precache();
+
+ virtual void PrimaryAttack();
+
+ virtual void Equip( CBaseCombatCharacter *pOwner ) OVERRIDE;
+ virtual void Detach( void ) OVERRIDE;
+
+ void FireGameEvent( IGameEvent* event );
+ virtual void CreateBanner();
+
+ virtual bool SendWeaponAnim( int iActivity );
+
+ void BlowHorn( void );
+ void RaiseFlag( void );
+
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+
+ virtual bool CanReload( void );
+
+ virtual int GetBuffType() { int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type ); return iBuffType; }
+
+#ifdef CLIENT_DLL
+ void SetBanner( C_TFBuffBanner* pNewBanner ) { m_hBannerEntity.Set( pNewBanner ); }
+ virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void ClientThink( void );
+#endif
+
+ virtual void WeaponReset( void );
+
+ float GetProgress( void );
+ bool IsFull( void ); // same as GetProgress() without the division by 100.0f
+ const char* GetEffectLabelText( void ) { return "#TF_RAGE"; }
+ bool EffectMeterShouldFlash( void );
+
+protected:
+#ifdef CLIENT_DLL
+ CHandle<C_TFBuffBanner> m_hBannerEntity;
+ int m_iBuffType;
+#endif // CLIENT_DLL
+
+private:
+
+ CTFBuffItem( const CTFBuffItem & ) {}
+
+ bool m_bPlayingHorn;
+};
+
+#endif // TF_WEAPON_BUFF_ITEM_H