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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_laser_pointer.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_laser_pointer.h')
-rw-r--r--game/shared/tf/tf_weapon_laser_pointer.h98
1 files changed, 98 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_laser_pointer.h b/game/shared/tf/tf_weapon_laser_pointer.h
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+++ b/game/shared/tf/tf_weapon_laser_pointer.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Engineer's Laser Pointer
+//
+//=============================================================================//
+#ifndef TF_WEAPON_LASER_POINTER_H
+#define TF_WEAPON_LASER_POINTER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_gun.h"
+#include "tf_weapon_sniperrifle.h"
+#include "Sprite.h"
+
+#if defined( CLIENT_DLL )
+#define CTFLaserPointer C_TFLaserPointer
+#define CLaserDot C_LaserDot
+#endif
+
+//=============================================================================
+//
+// Laser Dot
+//
+class CLaserDot : public CSniperDot
+{
+public:
+ DECLARE_CLASS( CLaserDot, CSniperDot );
+ DECLARE_NETWORKCLASS();
+ DECLARE_DATADESC();
+
+ // Creation/Destruction.
+ CLaserDot( void );
+ ~CLaserDot( void );
+
+ static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
+#ifdef CLIENT_DLL
+ virtual int DrawModel( int flags );
+ virtual bool ShouldDraw( void ) { return false; }
+#endif
+};
+
+//=============================================================================
+//
+// Laser Pointer
+//
+class CTFLaserPointer : public CTFWeaponBaseGun
+{
+public:
+
+ DECLARE_CLASS( CTFLaserPointer, CTFWeaponBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFLaserPointer();
+ ~CTFLaserPointer();
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_LASER_POINTER; }
+
+ virtual void Precache();
+ virtual bool Deploy( void );
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual void SecondaryAttack( void );
+
+ virtual void WeaponIdle( void );
+
+ virtual bool UsesClipsForAmmo1( void ) const { return false; }
+ virtual bool UsesClipsForAmmo2( void ) const { return false; }
+
+#ifdef GAME_DLL
+ CLaserDot* GetLaserDot() { return m_hLaserDot.Get(); }
+ bool HasLaserDot() { return GetLaserDot()?true:false; }
+#endif
+
+private:
+
+ void CreateLaserDot( void );
+ void DestroyLaserDot( void );
+ void UpdateLaserDot( void );
+
+private:
+
+#ifdef GAME_DLL
+ CHandle<CLaserDot> m_hLaserDot;
+#endif
+
+ float m_flNextAttack;
+ float m_flStartedFiring;
+ bool m_bDoHandIdle;
+
+ bool m_bDeployed;
+
+ CTFLaserPointer( const CTFLaserPointer & );
+};
+
+#endif // TF_WEAPON_LASER_POINTER_H