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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_sword.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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diff --git a/game/shared/tf/tf_weapon_sword.h b/game/shared/tf/tf_weapon_sword.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef TF_WEAPON_SWORD_H
+#define TF_WEAPON_SWORD_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_melee.h"
+#ifdef GAME_DLL
+#include "GameEventListener.h"
+#else
+#include "tf_viewmodel.h"
+#include "bone_setup.h"
+#include "tf_wearable_item_demoshield.h"
+#endif
+
+#ifdef CLIENT_DLL
+#define CTFSword C_TFSword
+#define CTFKatana C_TFKatana
+#endif
+
+//=============================================================================
+//
+// Decapitation melee weapon base class.
+//
+
+#ifdef GAME_DLL
+class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee, public CGameEventListener
+#else
+class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee
+#endif
+{
+public:
+
+ DECLARE_CLASS( CTFDecapitationMeleeWeaponBase, CTFWeaponBaseMelee );
+
+ CTFDecapitationMeleeWeaponBase();
+
+ virtual void Precache( void );
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_SWORD; }
+ virtual int GetCustomDamageType() const { return TF_DMG_CUSTOM_DECAPITATION; }
+ virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
+ virtual Activity TranslateViewmodelHandActivityInternal( Activity actBase );
+
+ virtual bool CanDecapitate( void );
+ virtual void SetupGameEventListeners( void );
+ virtual void OnDecapitation( CTFPlayer *pDeadPlayer ) {}
+
+#ifdef GAME_DLL
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+ virtual void FireGameEvent( IGameEvent *event );
+#endif
+
+#ifdef CLIENT_DLL
+ virtual void UpdateAttachmentModels( void );
+ virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags );
+#endif // CLIENT_DLL
+
+protected:
+ bool m_bHolstering;
+
+private:
+#ifdef CLIENT_DLL
+ EHANDLE m_hShield;
+#endif // CLIENT_DLL
+};
+
+//=============================================================================
+//
+// Sword class. (Consumes heads for speed/health bonus.)
+//
+class CTFSword : public CTFDecapitationMeleeWeaponBase
+{
+public:
+
+ DECLARE_CLASS( CTFSword, CTFDecapitationMeleeWeaponBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFSword() {}
+ virtual ~CTFSword() {}
+
+ virtual void WeaponReset( void );
+ virtual float GetSwordSpeedMod( void );
+ virtual int GetSwordHealthMod();
+ virtual int GetSwingRange( void );
+ virtual void OnDecapitation( CTFPlayer *pDeadPlayer );
+
+ virtual bool Deploy( void );
+
+ float GetProgress( void ) { return 0.f; }
+ int GetCount( void );
+ const char* GetEffectLabelText( void ) { return "#TF_BERZERK"; }
+
+#ifdef CLIENT_DLL
+ virtual void WeaponIdle( void );
+#endif
+
+private:
+
+ CTFSword( const CTFSword& ) {}
+
+#ifdef CLIENT_DLL
+ float m_flNextIdleWavRoll;
+ int m_iPrevWavDecap;
+#endif
+};
+
+//=============================================================================
+//
+// Sword class. (On head-take causes short-term soldier buff effects.)
+//
+class CTFKatana : public CTFDecapitationMeleeWeaponBase
+{
+public:
+
+ DECLARE_CLASS( CTFKatana, CTFDecapitationMeleeWeaponBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFKatana();
+ virtual ~CTFKatana() {}
+
+ virtual bool Deploy( void );
+ virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
+ virtual void OnDecapitation( CTFPlayer *pDeadPlayer );
+
+ virtual int GetActivityWeaponRole() const OVERRIDE;
+
+protected:
+ virtual int GetSkinOverride() const;
+
+private:
+ CNetworkVar( bool, m_bIsBloody );
+};
+
+
+#endif // TF_WEAPON_SWORD_H