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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/weapon_drainbeam.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/tf2/weapon_drainbeam.h')
| -rw-r--r-- | game/shared/tf2/weapon_drainbeam.h | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_drainbeam.h b/game/shared/tf2/weapon_drainbeam.h new file mode 100644 index 0000000..61239ce --- /dev/null +++ b/game/shared/tf2/weapon_drainbeam.h @@ -0,0 +1,99 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef WEAPON_DRAINBEAM_H +#define WEAPON_DRAINBEAM_H +#ifdef _WIN32 +#pragma once +#endif + +#include "weapon_combat_usedwithshieldbase.h" + +#if defined( CLIENT_DLL ) +#define CWeaponDrainBeam C_WeaponDrainBeam +#endif + +//========================================================= +// Medikit Weapon +//========================================================= +class CWeaponDrainBeam : public CWeaponCombatUsedWithShieldBase +{ + DECLARE_CLASS( CWeaponDrainBeam, CWeaponCombatUsedWithShieldBase ); +public: + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponDrainBeam( void ); + + virtual void Precache(); + + virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); + virtual void ItemPostFrame( void ); + virtual void PrimaryAttack( void ); + virtual void WeaponIdle( void ); + + virtual void PlayAttackAnimation( int activity ); + virtual void GainedNewTechnology( CBaseTechnology *pTechnology ); + + // Draining + CBaseEntity *GetTargetToDrain( CBaseEntity *pCurDrainTarget ); + CBaseEntity *GetCurDrainTarget( void ) { return m_hDrainTarget; } + void RemoveDrainTarget( void ); + + // All predicted weapons need to implement and return true + virtual bool IsPredicted( void ) const + { + return true; + } + +#if defined( CLIENT_DLL ) + virtual bool ShouldPredict( void ) + { + if ( GetOwner() == C_BasePlayer::GetLocalPlayer() ) + return true; + + return BaseClass::ShouldPredict(); + } + // Stop all sounds being output. + void StopDrainSound( bool bStopHealingSound = true, bool bStopNoTargetSound = true ); +// IClientNetworkable. +public: + virtual void OnDataChanged( DataUpdateType_t updateType ); +// IClientThinkable. +public: + + virtual void ClientThink(); + +#endif + +public: + CNetworkHandle( CBaseEntity, m_hDrainTarget ); + +// Networked data. +public: + CNetworkVar( bool, m_bDraining ); + CNetworkVar( bool, m_bAttacking ); + CNetworkVector( m_vFireTarget ); + +#if defined( CLIENT_DLL ) + CSmartPtr<CSimpleEmitter> m_pEmitter; + PMaterialHandle m_hParticleMaterial; + + TimedEvent m_PathParticleEvent; + TimedEvent m_DribbleParticleEvent; + + bool m_bPlayingSound; +#else + float m_flDrainStartedAt; +#endif +private: + double m_flNextBuzzTime; + + CWeaponDrainBeam( const CWeaponDrainBeam & ); +}; + +#endif // WEAPON_DRAINBEAM_H |