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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_knife.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_knife.h')
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diff --git a/game/shared/tf/tf_weapon_knife.h b/game/shared/tf/tf_weapon_knife.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Weapon Knife Class
+//
+//=============================================================================
+#ifndef TF_WEAPON_KNIFE_H
+#define TF_WEAPON_KNIFE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_melee.h"
+
+#ifdef CLIENT_DLL
+#define CTFKnife C_TFKnife
+#endif
+
+// Knives use the "set_weapon_mode" attribute to define which type of knife they are
+// Keep this enum in sync with the values used for set_weapon_mode.
+enum knife_weapontypes_t
+{
+ KNIFE_STANDARD = 0,
+ KNIFE_DISGUISE_ONKILL = 1,
+ KNIFE_MOVEMENT_CLOAK = 2, // The Cloak and Dagger
+ KNIFE_ICICLE = 3,
+};
+
+//=============================================================================
+//
+// Knife class.
+//
+class CTFKnife : public CTFWeaponBaseMelee
+{
+public:
+
+ DECLARE_CLASS( CTFKnife, CTFWeaponBaseMelee );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFKnife();
+ virtual void PrimaryAttack( void ) OVERRIDE;
+ virtual int GetWeaponID( void ) const OVERRIDE { return TF_WEAPON_KNIFE; }
+ int GetKnifeType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
+
+ virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage ) OVERRIDE;
+
+ virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer ) OVERRIDE;
+
+ virtual bool CanDeploy( void ) OVERRIDE;
+ virtual bool Deploy( void ) OVERRIDE;
+ void BackstabVMThink( void );
+
+ bool SendWeaponAnim( int iActivity );
+
+ bool CanPerformBackstabAgainstTarget( CTFPlayer *pTarget ); // "backstab" sometimes means "frontstab"
+ bool IsBehindAndFacingTarget( CTFPlayer *pTarget );
+ bool IsBackstab( void ) { return (m_hBackstabVictim.Get() != NULL); }
+ void BackstabBlocked( void );
+ bool ShouldDisguiseOnBackstab( void );
+ void DisguiseOnKill();
+ void ProcessDisguiseImpulse();
+
+ virtual bool CanHolster( void ) const OVERRIDE;
+
+ virtual void ItemPostFrame( void ) OVERRIDE;
+ virtual void ItemPreFrame( void ) OVERRIDE;
+ virtual void ItemBusyFrame( void ) OVERRIDE;
+ virtual void ItemHolsterFrame( void ) OVERRIDE;
+
+ virtual bool CalcIsAttackCriticalHelper( void ) OVERRIDE;
+ virtual bool CalcIsAttackCriticalHelperNoCrits( void ) OVERRIDE;
+ virtual bool DoSwingTrace( trace_t &trace ) OVERRIDE;
+
+ virtual void WeaponRegenerate( void ) OVERRIDE;
+ virtual void WeaponReset( void ) OVERRIDE;
+
+#ifdef GAME_DLL
+ virtual void ApplyOnInjuredAttributes( CTFPlayer *pVictim, CTFPlayer *pAttacker, const CTakeDamageInfo &info ) OVERRIDE; // when owner of this weapon is hit
+ bool DecreaseRegenerationTime( float value, bool bForce );
+#endif
+
+ float GetProgress( void );
+ const char* GetEffectLabelText( void ) { return "#TF_KNIFE"; }
+
+private:
+ void ResetVars( void );
+
+private:
+ float m_flBlockedTime;
+ bool m_bAllowHolsterBecauseForced;
+ CHandle<CTFPlayer> m_hBackstabVictim;
+ CNetworkVar( bool, m_bReadyToBackstab );
+ CNetworkVar( bool, m_bKnifeExists );
+ CNetworkVar( float, m_flKnifeRegenerateDuration );
+ CNetworkVar( float, m_flKnifeMeltTimestamp );
+
+ bool m_bWasTaunting;
+
+ CTFKnife( const CTFKnife & ) {}
+};
+
+inline float CTFKnife::GetProgress( void )
+{
+ if ( m_bKnifeExists )
+ {
+ return 1.0f;
+ }
+
+ float meltedTime = gpGlobals->curtime - m_flKnifeMeltTimestamp;
+
+ return meltedTime / m_flKnifeRegenerateDuration;
+}
+
+
+#endif // TF_WEAPON_KNIFE_H