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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_medigun.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_medigun.h')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef TF_WEAPON_MEDIGUN_H
+#define TF_WEAPON_MEDIGUN_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_gun.h"
+
+#if defined( CLIENT_DLL )
+#define CWeaponMedigun C_WeaponMedigun
+#define CTFMedigunShield C_TFMedigunShield
+#endif
+
+class CTFMedigunShield;
+class CTFReviveMarker;
+
+enum medigun_weapontypes_t
+{
+ MEDIGUN_STANDARD = 0,
+ MEDIGUN_UBER,
+ MEDIGUN_QUICKFIX,
+ MEDIGUN_RESIST,
+};
+
+enum medigun_resist_types_t
+{
+ MEDIGUN_BULLET_RESIST = 0,
+ MEDIGUN_BLAST_RESIST,
+ MEDIGUN_FIRE_RESIST,
+ MEDIGUN_NUM_RESISTS
+};
+
+struct MedigunEffects_t
+{
+ ETFCond eCondition;
+ ETFCond eWearingOffCondition;
+ const char *pszChargeOnSound;
+ const char *pszChargeOffSound;
+};
+
+extern MedigunEffects_t g_MedigunEffects[MEDIGUN_NUM_CHARGE_TYPES];
+
+#define MAX_HEALING_TARGETS 1 //6
+
+#define CLEAR_ALL_TARGETS -1
+
+
+
+
+//=========================================================
+// Beam healing gun
+//=========================================================
+class CWeaponMedigun : public CTFWeaponBaseGun
+{
+ DECLARE_CLASS( CWeaponMedigun, CTFWeaponBaseGun );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponMedigun( void );
+ ~CWeaponMedigun( void );
+
+ virtual void Precache();
+
+ virtual bool Deploy( void );
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual void UpdateOnRemove( void );
+ virtual void ItemHolsterFrame( void );
+ virtual void ItemPostFrame( void );
+ virtual bool Lower( void );
+ virtual void PrimaryAttack( void );
+ virtual void SecondaryAttack( void );
+ virtual void WeaponIdle( void );
+ void DrainCharge( void );
+ virtual void WeaponReset( void );
+
+ virtual float GetTargetRange( void );
+ virtual float GetStickRange( void );
+ virtual float GetHealRate( void );
+ virtual bool AppliesModifier( void ) { return true; }
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_MEDIGUN; }
+ int GetMedigunType( void ) const;
+
+
+ bool IsReleasingCharge( void ) const;
+ medigun_charge_types GetChargeType( void ) const;
+
+ void CycleResistType();
+ medigun_resist_types_t GetResistType() const;
+
+ CBaseEntity *GetHealTarget( void ) { return IsAttachedToBuilding() ? NULL : m_hHealingTarget.Get(); }
+
+ bool IsAllowedToTargetBuildings( void );
+ bool IsAttachedToBuilding( void );
+
+#ifdef GAME_DLL
+ // We may or may not be healing this person still. Resets on WeaponReset
+ CBaseEntity *GetMostRecentHealTarget( void ) { return m_hLastHealingTarget.Get(); }
+ void RecalcEffectOnTarget( CTFPlayer *pPlayer, bool bInstantRemove = false );
+#endif
+
+ float GetReleaseStartedAt( void ) { return m_flReleaseStartedAt; }
+
+#if defined( CLIENT_DLL )
+ // Stop all sounds being output.
+ void StopHealSound( bool bStopHealingSound = true, bool bStopNoTargetSound = true );
+
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void ClientThink();
+ void UpdateEffects( void );
+ void ForceHealingTargetUpdate( void ) { m_bUpdateHealingTargets = true; }
+
+ void StopChargeEffect( bool bImmediately );
+ void ManageChargeEffect( void );
+
+ void UpdateMedicAutoCallers( void );
+#else
+
+ void HealTargetThink( void );
+ void AddCharge( float flPercentage );
+ void SubtractCharge( float flPercentage );
+#endif
+
+ void SetChargeLevel( float flChargeLevel ) { m_flChargeLevel = flChargeLevel; }
+ float GetChargeLevel( void ) const { return m_flChargeLevel; }
+ float GetMinChargeAmount( void ) const;
+
+ virtual void OnControlStunned( void );
+
+ virtual bool IsHolstered(){ return m_bHolstered; }
+
+ float GetProgress( void );
+ const char* GetEffectLabelText( void ) { return "#TF_Rescue"; }
+ bool EffectMeterShouldFlash( void );
+
+private:
+ void SubtractChargeAndUpdateDeployState( float flSubtractAmount, bool bForceDrain );
+ bool FindAndHealTargets( void );
+ void MaintainTargetInSlot();
+ void FindNewTargetForSlot();
+ void RemoveHealingTarget( bool bStopHealingSelf = false );
+ bool HealingTarget( CBaseEntity *pTarget );
+ bool AllowedToHealTarget( CBaseEntity *pTarget );
+ void CheckAchievementsOnHealTarget( void );
+ void StartHealingTarget( CBaseEntity *pTarget );
+ void StopHealingOwner( void );
+
+ const char *GetHealSound() const;
+
+#ifdef GAME_DLL
+ void UberchargeChunkDeployed();
+#endif
+
+ void CreateMedigunShield( void );
+ void RemoveMedigunShield( void );
+
+public:
+
+#ifdef STAGING_ONLY
+ CTFMedigunShield *GetMedigunShield() const { return m_hMedigunShield; }
+ bool HasPermanentShield() const;
+#endif // STAGING_ONLY
+
+#ifdef GAME_DLL
+ CNetworkHandle( CBaseEntity, m_hHealingTarget );
+ CHandle< CBaseEntity > m_hLastHealingTarget;
+#else
+ CNetworkHandle( C_BaseEntity, m_hHealingTarget );
+#endif
+
+ bool m_bWasHealingBeforeDeath;
+
+protected:
+ // Networked data.
+ CNetworkVar( bool, m_bHealing );
+ CNetworkVar( bool, m_bAttacking );
+
+ double m_flNextBuzzTime;
+ float m_flHealEffectLifetime; // Count down until the healing effect goes off.
+ float m_flReleaseStartedAt;
+
+ CNetworkVar( bool, m_bHolstered );
+ CNetworkVar( bool, m_bChargeRelease );
+ CNetworkVar( float, m_flChargeLevel );
+ CNetworkVar( int, m_nChargeResistType );
+
+ float m_flNextTargetCheckTime;
+ bool m_bCanChangeTarget; // used to track the PrimaryAttack key being released for AutoHeal mode
+ bool m_bAttack2Down;
+ bool m_bAttack3Down;
+ bool m_bReloadDown;
+ float m_flEndResistCharge;
+
+ struct targetdetachtimes_t
+ {
+ float flTime;
+ EHANDLE hTarget;
+ };
+ CUtlVector<targetdetachtimes_t> m_DetachedTargets; // Tracks times we last applied charge to a target. Used to drain faster for more targets.
+
+#ifdef GAME_DLL
+ CDamageModifier m_DamageModifier; // This attaches to whoever we're healing.
+ bool m_bHealingSelf;
+ int m_nHealTargetClass;
+ int m_nChargesReleased;
+#endif
+
+ CHandle< CTFMedigunShield > m_hMedigunShield;
+ CHandle< CTFReviveMarker > m_hReviveMarker;
+
+#ifdef CLIENT_DLL
+ bool m_bPlayingSound;
+ bool m_bUpdateHealingTargets;
+ struct healingtargeteffects_t
+ {
+ C_BaseEntity *pOwner;
+ C_BaseEntity *pTarget;
+ CNewParticleEffect *pEffect;
+ CNewParticleEffect *pCustomEffect;
+ };
+ healingtargeteffects_t m_hHealingTargetEffect;
+
+ float m_flDenySecondary;
+ bool m_bOldChargeRelease;
+ int m_nOldChargeResistType;
+
+ C_BaseEntity *m_pChargeEffectOwner;
+ CNewParticleEffect *m_pChargeEffect;
+ CSoundPatch *m_pChargedSound;
+ CSoundPatch *m_pDisruptSound;
+
+ CUtlVector< int > m_iAutoCallers;
+ float m_flAutoCallerCheckTime;
+#endif
+
+private:
+ CWeaponMedigun( const CWeaponMedigun & );
+};
+
+class CTFMedigunShield : public CBaseAnimating
+{
+ DECLARE_CLASS( CTFMedigunShield, CBaseAnimating );
+
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_DATADESC();
+
+ CTFMedigunShield();
+ ~CTFMedigunShield();
+
+ virtual void Spawn();
+ virtual void Precache();
+ virtual bool IsCombatItem( void ) const { return true; }
+
+ void UpdateShieldPosition( void );
+
+#ifdef GAME_DLL
+ virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ virtual int OnTakeDamage( const CTakeDamageInfo &info );
+
+ static CTFMedigunShield *Create( CTFPlayer *pOwner );
+ // virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
+ virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
+ virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE;
+ void ShieldTouch( CBaseEntity *pOther );
+ virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE;
+ void ShieldThink( void );
+ void RemoveShield( void );
+
+#ifdef STAGING_ONLY
+ void SetPermanentShield( bool bPermanent ) { m_bPermanentShield = bPermanent; }
+#endif // STAGING_ONLY
+
+#else
+ virtual void ClientThink();
+#endif
+
+private:
+ int m_nBlinkCount;
+#ifdef GAME_DLL
+ float m_flShieldEnergyLevel;
+ CSoundPatch *m_pTouchLoop;
+
+#ifdef STAGING_ONLY
+ bool m_bPermanentShield;
+#endif // STAGING_ONLY
+
+#endif // GAME_DLL
+};
+
+#endif // TF_WEAPON_MEDIGUN_H