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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_wrench.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_wrench.h')
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diff --git a/game/shared/tf/tf_weapon_wrench.h b/game/shared/tf/tf_weapon_wrench.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef TF_WEAPON_WRENCH_H
+#define TF_WEAPON_WRENCH_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_melee.h"
+#include "tf_item_wearable.h"
+
+#ifdef CLIENT_DLL
+#define CTFWrench C_TFWrench
+#define CTFRobotArm C_TFRobotArm
+#define CTFWearableRobotArm C_TFWearableRobotArm
+#endif
+
+//=============================================================================
+//
+// Wrench class.
+//
+class CTFWrench : public CTFWeaponBaseMelee
+{
+public:
+
+ DECLARE_CLASS( CTFWrench, CTFWeaponBaseMelee );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFWrench();
+
+ virtual void Spawn();
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_WRENCH; }
+ virtual void Smack( void );
+
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+
+ bool IsPDQ( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, wrench_builds_minisentry ); return iMode==1; };
+ float GetConstructionValue( void );
+ float GetRepairValue( void );
+#ifdef GAME_DLL
+ virtual void Equip( CBaseCombatCharacter *pOwner );
+ virtual void Detach();
+
+ void ApplyBuildingHealthUpgrade( void );
+
+ void OnFriendlyBuildingHit( CBaseObject *pObject, CTFPlayer *pPlayer, Vector hitLoc );
+#else
+ virtual void ItemPostFrame();
+#endif
+
+
+private:
+ bool m_bReloadDown;
+ CTFWrench( const CTFWrench & ) {}
+};
+
+//=============================================================================
+//
+// Robot Arm class.
+//
+class CTFRobotArm : public CTFWrench
+{
+public:
+ DECLARE_CLASS( CTFRobotArm, CTFWrench );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFRobotArm();
+
+ virtual void Precache();
+
+#ifdef GAME_DLL
+ virtual void Equip( CBaseCombatCharacter *pOwner );
+ virtual void Drop( const Vector &vecVelocity );
+ virtual void UpdateOnRemove( void );
+ void RemoveRobotArm();
+ virtual void OnActiveStateChanged( int iOldState );
+ virtual int GetDamageCustom();
+ virtual float GetForceScale( void );
+ virtual bool HideAttachmentsAndShowBodygroupsWhenPerformingWeaponIndependentTaunt() const OVERRIDE { return false; }
+#endif
+
+ virtual void PrimaryAttack();
+
+ virtual void Smack( void );
+ virtual void WeaponIdle( void );
+
+ virtual void DoViewModelAnimation( void );
+
+private:
+ CNetworkHandle( CTFWearable, m_hRobotArm );
+
+ int m_iComboCount;
+ float m_flLastComboHit;
+ bool m_bBigIdle;
+ bool m_bBigHit;
+};
+
+class CTFWearableRobotArm : public CTFWearable
+{
+public:
+ DECLARE_CLASS( CTFWearableRobotArm, CTFWearable );
+ DECLARE_NETWORKCLASS();
+};
+
+#endif // TF_WEAPON_WRENCH_H