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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_rocketlauncher.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_rocketlauncher.h')
-rw-r--r--game/shared/tf/tf_weapon_rocketlauncher.h196
1 files changed, 196 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_rocketlauncher.h b/game/shared/tf/tf_weapon_rocketlauncher.h
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+++ b/game/shared/tf/tf_weapon_rocketlauncher.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// TF Rocket Launcher
+//
+//=============================================================================
+#ifndef TF_WEAPON_ROCKETLAUNCHER_H
+#define TF_WEAPON_ROCKETLAUNCHER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_gun.h"
+#include "tf_weaponbase_rocket.h"
+#include "tf_weapon_sniperrifle.h"
+
+#ifdef CLIENT_DLL
+#include "particle_property.h"
+#endif
+
+// Client specific.
+#ifdef CLIENT_DLL
+#define CTFRocketLauncher C_TFRocketLauncher
+#define CTFRocketLauncher_DirectHit C_TFRocketLauncher_DirectHit
+#define CTFRocketLauncher_AirStrike C_TFRocketLauncher_AirStrike
+#define CTFRocketLauncher_Mortar C_TFRocketLauncher_Mortar
+#define CTFCrossbow C_TFCrossbow
+
+#endif // CLIENT_DLL
+
+//=============================================================================
+//
+// TF Weapon Rocket Launcher.
+//
+class CTFRocketLauncher : public CTFWeaponBaseGun
+{
+public:
+
+ DECLARE_CLASS( CTFRocketLauncher, CTFWeaponBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ // Server specific.
+#ifdef GAME_DLL
+ DECLARE_DATADESC();
+#endif
+
+ CTFRocketLauncher();
+ ~CTFRocketLauncher();
+
+#ifndef CLIENT_DLL
+ virtual void Precache();
+#endif
+ virtual void ModifyEmitSoundParams( EmitSound_t &params );
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
+
+ virtual void Misfire( void );
+ virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
+ virtual void ItemPostFrame( void );
+ virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
+
+ virtual int GetWeaponProjectileType( void ) const OVERRIDE;
+
+ virtual bool IsBlastImpactWeapon( void ) const { return !IsEnergyWeapon(); }
+
+ virtual bool CheckReloadMisfire( void ) OVERRIDE;
+
+ virtual bool ShouldBlockPrimaryFire() OVERRIDE;
+
+#ifdef CLIENT_DLL
+ virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex );
+#endif
+
+private:
+ float m_flShowReloadHintAt;
+
+ // Since the ammo in the clip can be predicted/networked out of order from when the reload sound happens
+ // We need to keep track of this invividually on client and server to modify the pitch
+ int m_nReloadPitchStep;
+
+#ifdef GAME_DLL
+ int m_iConsecutiveCrits;
+ bool m_bIsOverloading;
+#endif
+
+ CTFRocketLauncher( const CTFRocketLauncher & ) {}
+};
+
+// ------------------------------------------------------------------------------------------------------------------------
+class CTFRocketLauncher_DirectHit : public CTFRocketLauncher
+{
+public:
+ DECLARE_CLASS( CTFRocketLauncher_DirectHit, CTFRocketLauncher );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ // Server specific.
+#ifdef GAME_DLL
+ DECLARE_DATADESC();
+#endif
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT; }
+};
+
+// ------------------------------------------------------------------------------------------------------------------------
+class CTFRocketLauncher_AirStrike : public CTFRocketLauncher
+{
+public:
+ DECLARE_CLASS( CTFRocketLauncher_AirStrike, CTFRocketLauncher );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ // Server specific.
+#ifdef GAME_DLL
+ DECLARE_DATADESC();
+#endif
+
+ CTFRocketLauncher_AirStrike();
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
+ const char* GetEffectLabelText( void ) { return "#TF_KILLS"; }
+ virtual int GetCount( void );
+
+#ifdef GAME_DLL
+ virtual void OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info );
+#endif
+};
+
+// ------------------------------------------------------------------------------------------------------------------------
+class CTFRocketLauncher_Mortar : public CTFRocketLauncher
+{
+public:
+ DECLARE_CLASS( CTFRocketLauncher_Mortar, CTFRocketLauncher );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ // Server specific.
+#ifdef GAME_DLL
+ DECLARE_DATADESC();
+#endif
+
+ //CTFRocketLauncher_Mortar();
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
+
+ virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
+
+ virtual void SecondaryAttack( void );
+ virtual void ItemPostFrame( void );
+ virtual void ItemBusyFrame( void );
+
+private:
+
+ void RedirectRockets();
+
+#ifdef GAME_DLL
+ CUtlVector< EHANDLE > m_vecRockets;
+#endif // GAME_DLL
+
+};
+
+// ------------------------------------------------------------------------------------------------------------------------
+class CTFCrossbow : public CTFRocketLauncher
+{
+public:
+ DECLARE_CLASS( CTFCrossbow, CTFRocketLauncher );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ // Server specific.
+#ifdef GAME_DLL
+ DECLARE_DATADESC();
+#endif
+
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) OVERRIDE;
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_CROSSBOW; }
+ virtual void SecondaryAttack( void );
+ virtual float GetProjectileSpeed( void );
+ virtual float GetProjectileGravity( void );
+ virtual bool IsViewModelFlipped( void );
+
+ virtual void ItemPostFrame( void );
+ virtual void ModifyProjectile( CBaseEntity* pProj );
+ virtual void WeaponRegenerate( void );
+
+ float GetProgress( void );
+ const char* GetEffectLabelText( void ) { return "#TF_BOLT"; }
+
+ CNetworkVar( float, m_flRegenerateDuration );
+ CNetworkVar( float, m_flLastUsedTimestamp );
+
+private:
+ bool m_bMilkNextAttack;
+};
+
+#endif // TF_WEAPON_ROCKETLAUNCHER_H \ No newline at end of file