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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_WEAPON_BUILDER_H
+#define TF_WEAPON_BUILDER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase.h"
+
+class CBaseObject;
+
+//=========================================================
+// Builder Weapon
+//=========================================================
+class CTFWeaponBuilder : public CTFWeaponBase
+{
+ DECLARE_CLASS( CTFWeaponBuilder, CTFWeaponBase );
+public:
+ CTFWeaponBuilder();
+ ~CTFWeaponBuilder();
+
+ DECLARE_SERVERCLASS();
+
+ virtual void SetSubType( int iSubType );
+ virtual void SetObjectMode( int iMode ) { m_iObjectMode = iMode; }
+ virtual void Precache( void );
+ virtual bool CanDeploy( void );
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual void SecondaryAttack( void );
+ virtual void WeaponIdle( void );
+ virtual bool Deploy( void );
+ virtual Activity GetDrawActivity( void );
+ virtual const char *GetViewModel( int iViewModel ) const;
+ virtual const char *GetWorldModel( void ) const;
+
+ virtual bool AllowsAutoSwitchTo( void ) const;
+
+ virtual int GetType( void ) { return m_iObjectType; }
+
+ virtual Activity TranslateViewmodelHandActivity( Activity actBase );
+
+ void SetCurrentState( int iState );
+ void SwitchOwnersWeaponToLast();
+
+ // Placement
+ void StartPlacement( void );
+ void StopPlacement( void );
+ void UpdatePlacementState( void ); // do a check for valid placement
+ bool IsValidPlacement( void ); // is this a valid placement pos?
+
+
+ // Building
+ void StartBuilding( void );
+
+ // Special P Sapper (Wheatley) Item
+ void WheatleySapperIdle( CTFPlayer *pOwner );
+ bool IsWheatleySapper( void );
+ void WheatleyReset( bool bResetIntro = false );
+ void SetWheatleyState( int iNewState );
+ float WheatleyEmitSound( const char *snd , bool bEmitToAll = false, bool bNoRepeats = false );
+ bool IsWheatleyTalking( void );
+ void WheatleyDamage( void );
+ int GetWheatleyIdleWait();
+
+ // Selection
+ bool HasAmmo( void );
+ int GetSlot( void ) const;
+ int GetPosition( void ) const;
+ const char *GetPrintName( void ) const;
+ bool CanBuildObjectType( int iObjectType );
+ void SetObjectTypeAsBuildable( int iObjectType );
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_BUILDER; }
+
+ virtual void WeaponReset( void );
+
+ virtual float InternalGetEffectBarRechargeTime( void ) { return 15.0; }
+ virtual int GetEffectBarAmmo( void ) { return TF_AMMO_GRENADES2; }
+
+public:
+ CNetworkVar( int, m_iBuildState );
+ CNetworkVar( unsigned int, m_iObjectType );
+ CNetworkVar( unsigned int, m_iObjectMode );
+ CNetworkVar( bool, m_bRoboSapper );
+ CNetworkVar( float, m_flWheatleyTalkingUntil );
+ CNetworkArray( bool, m_aBuildableObjectTypes, OBJ_LAST );
+
+ CNetworkHandle( CBaseObject, m_hObjectBeingBuilt );
+
+ int m_iValidBuildPoseParam;
+
+ float m_flNextDenySound;
+
+ // P Sapper (Wheatley)
+ float m_flNextVoicePakIdleStartTime;
+ KeyValues *m_pkvWavList;
+ int m_iSapState;
+
+ float m_flWheatleyLastDamage;
+ float m_flWheatleyLastDeploy;
+ float m_flWheatleyLastHolster;
+ int m_iWheatleyVOSequenceOffset;
+ bool m_bWheatleyIntroPlayed;
+ EHANDLE m_hLastSappedBuilding;
+ Vector m_vLastKnownSapPos;
+
+private:
+ bool m_bAttack3Down;
+};
+
+// P Sapper (Wheatley) States
+enum
+{
+ TF_PSAPSTATE_IDLE = 0,
+ TF_PSAPSTATE_WAITINGHACK,
+ TF_PSAPSTATE_WAITINGHACKPW,
+ TF_PSAPSTATE_WAITINGHACKED,
+ TF_PSAPSTATE_WAITINGFOLLOWUP,
+ TF_PSAPSTATE_SPECIALIDLE_KNIFE,
+ TF_PSAPSTATE_SPECIALIDLE_HARMLESS,
+ TF_PSAPSTATE_SPECIALIDLE_HACK,
+ TF_PSAPSTATE_INTRO,
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CTFWeaponSapper : public CTFWeaponBuilder, public ITFChargeUpWeapon
+{
+public:
+ DECLARE_CLASS( CTFWeaponSapper, CTFWeaponBuilder );
+ DECLARE_SERVERCLASS();
+ //DECLARE_PREDICTABLE();
+
+ CTFWeaponSapper();
+
+ virtual void ItemPostFrame( void );
+
+ // ITFChargeUpWeapon
+ virtual bool CanCharge( void ) { return GetChargeMaxTime() > 0; }
+ virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; }
+ virtual float GetChargeMaxTime( void ) { float flChargeTime = 0; CALL_ATTRIB_HOOK_FLOAT( flChargeTime, sapper_deploy_time ); return flChargeTime; };
+
+ virtual const char *GetViewModel( int iViewModel ) const;
+ virtual const char *GetWorldModel( void ) const;
+
+ virtual Activity TranslateViewmodelHandActivity( Activity actBase );
+
+private:
+ //float m_flChargeBeginTime;
+ bool m_bAttackDown;
+
+ CNetworkVar( float, m_flChargeBeginTime );
+};
+
+#define WHEATLEY_IDLE_WAIT_SECS_MIN 10.0
+#define WHEATLEY_IDLE_WAIT_SECS_MAX 20.0
+
+
+#endif // TF_WEAPON_BUILDER_H