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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/tf2/weapon_mortar.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:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef WEAPON_MORTAR_H
+#define WEAPON_MORTAR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class SmokeTrail;
+class CWeaponMortar;
+
+#include "tf_basecombatweapon.h"
+#include "particle_smokegrenade.h"
+#include "utllinkedlist.h"
+#include "tf_obj_mortar.h"
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CWeaponMortar : public CBaseTFCombatWeapon
+{
+ DECLARE_CLASS( CWeaponMortar, CBaseTFCombatWeapon );
+public:
+ DECLARE_SERVERCLASS();
+
+ CWeaponMortar();
+
+ virtual void Precache();
+
+ // Input
+ void Fire( float flPower, float flAccuracy );
+ void PrimaryAttack( void );
+ void SecondaryAttack( void );
+
+ // Deployment / Pick-up
+ void DeployMortar( CObjectMortar *pMortar );
+ void PickupMortar( void );
+ void MortarDestroyed( void );
+ void MortarObjectRemoved( void );
+
+ // Turning
+ void SetYaw( float flYaw );
+
+ // Firing
+ virtual void ItemPostFrame( void );
+ virtual float GetFireRate( void );
+
+ // Ammo
+ virtual void SetRoundType( int iRoundType );
+
+ virtual bool Deploy( void );
+ virtual void WeaponIdle( void );
+
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+ virtual void AddAssociatedObject( CBaseObject *pObject );
+ virtual void RemoveAssociatedObject( CBaseObject *pObject );
+
+ virtual bool ComputeEMPFireState( void );
+
+ void MortarIsReloading( void );
+ void MortarFinishedReloading( void );
+
+public:
+ // Data
+ bool m_bCarried;
+ bool m_bMortarReloading;
+ CHandle< CObjectMortar > m_hDeployedMortar;
+ Vector m_vecMortarOrigin;
+ QAngle m_vecMortarAngles;
+ bool m_bRangeUpgraded;
+ bool m_bAccuracyUpgraded;
+
+ // Firing
+ float m_flFiringPower;
+ float m_flFiringAccuracy;
+};
+
+#endif // WEAPON_MORTAR_H