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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_weaponbase_melee.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Weapon Base Melee
+//
+//=============================================================================
+
+#ifndef TF_WEAPONBASE_MELEE_H
+#define TF_WEAPONBASE_MELEE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_shareddefs.h"
+#include "tf_weaponbase.h"
+
+#if defined( CLIENT_DLL )
+#define CTFWeaponBaseMelee C_TFWeaponBaseMelee
+extern ConVar cl_crosshair_file;
+#endif
+
+//=============================================================================
+//
+// Weapon Base Melee Class
+//
+class CTFWeaponBaseMelee : public CTFWeaponBase
+{
+public:
+
+ DECLARE_CLASS( CTFWeaponBaseMelee, CTFWeaponBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+#if !defined( CLIENT_DLL )
+ DECLARE_DATADESC();
+#endif
+
+ CTFWeaponBaseMelee();
+
+ // We say yes to this so the weapon system lets us switch to it.
+ virtual bool HasPrimaryAmmo() { return true; }
+ virtual bool CanBeSelected() { return true; }
+ virtual void Precache();
+ virtual void ItemPreFrame();
+ virtual void ItemPostFrame();
+ virtual void Spawn();
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_NONE; }
+ virtual int GetSwingRange( void );
+ virtual void WeaponReset( void );
+ virtual bool CanHolster( void ) const;
+
+ virtual bool CalcIsAttackCriticalHelper( void );
+ virtual bool CalcIsAttackCriticalHelperNoCrits( void );
+
+ virtual void DoViewModelAnimation( void );
+
+ virtual bool DoSwingTrace( trace_t &trace );
+ virtual void Smack( void );
+ virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace );
+ virtual void DoMeleeDamage( CBaseEntity* ent, trace_t& trace, float flDamageMod );
+
+ virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
+
+#ifndef CLIENT_DLL
+ virtual float GetForceScale( void );
+ virtual int GetDamageCustom( void ) { return TF_DMG_CUSTOM_NONE; }
+#endif
+
+ // Call when we hit an entity. Use for special weapon effects on hit.
+ virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info );
+
+ virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
+
+ bool ConnectedHit( void ) { return m_bConnected; }
+
+ virtual char const *GetShootSound( int iIndex ) const;
+
+public:
+
+ CTFWeaponInfo *m_pWeaponInfo;
+
+protected:
+
+ virtual void Swing( CTFPlayer *pPlayer );
+
+protected:
+
+ float m_flSmackTime;
+ bool m_bConnected;
+ bool m_bMiniCrit;
+
+#ifdef GAME_DLL
+ CUtlVector< CHandle< CTFPlayer > > m_potentialVictimVector;
+#endif
+
+private:
+ bool DoSwingTraceInternal( trace_t &trace, bool bCleave, CUtlVector< trace_t >* pTargetTraceVector );
+ bool OnSwingHit( trace_t &trace );
+
+ CTFWeaponBaseMelee( const CTFWeaponBaseMelee & ) {}
+};
+
+#endif // TF_WEAPONBASE_MELEE_H