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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef WEAPON_PORTALBASE_H
+#define WEAPON_PORTALBASE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "basecombatweapon_shared.h"
+#include "portal_weapon_parse.h"
+
+#if defined( CLIENT_DLL )
+ #define CWeaponPortalBase C_WeaponPortalBase
+ void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip );
+#endif
+
+class CPortal_Player;
+
+// These are the names of the ammo types that go in the CAmmoDefs and that the
+// weapon script files reference.
+
+// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
+// against the ammo name you specify.
+// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
+bool IsAmmoType( int iAmmoType, const char *pAmmoName );
+
+typedef enum
+{
+ WEAPON_NONE = 0,
+
+ //Melee
+ WEAPON_CROWBAR,
+
+ //Special
+ WEAPON_PORTALGUN,
+ WEAPON_PHYSCANNON,
+
+ //Pistols
+ WEAPON_PISTOL,
+ WEAPON_357,
+
+ //Machineguns
+ WEAPON_SMG,
+ WEAPON_AR2,
+
+ //Grenades
+ WEAPON_FRAG,
+ WEAPON_BUGBAIT,
+
+ //Other
+ WEAPON_SHOTGUN,
+ WEAPON_CROSSBOW,
+ WEAPON_RPG,
+
+ WEAPON_MAX, // number of weapons weapon index
+
+} PortalWeaponID;
+
+class CWeaponPortalBase : public CBaseCombatWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponPortalBase, CBaseCombatWeapon );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponPortalBase();
+
+ #ifdef GAME_DLL
+ DECLARE_DATADESC();
+
+ void SendReloadSoundEvent( void );
+
+ void Materialize( void );
+ #endif
+
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted() const;
+
+ CBasePlayer* GetPlayerOwner() const;
+ CPortal_Player* GetPortalPlayerOwner() const;
+
+ // Get specific Portal weapon ID (ie: WEAPON_PORTALGUN, etc)
+ virtual PortalWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
+
+ void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
+
+ CPortalSWeaponInfo const &GetPortalWpnData() const;
+
+
+ virtual void FireBullets( const FireBulletsInfo_t &info );
+
+public:
+ #if defined( CLIENT_DLL )
+
+ virtual int DrawModel( int flags );
+ virtual bool ShouldDraw( void );
+ virtual bool ShouldDrawCrosshair( void ) { return true; }
+ virtual bool ShouldPredict();
+ virtual void OnDataChanged( DataUpdateType_t type );
+ virtual void DrawCrosshair();
+
+ virtual void DoAnimationEvents( CStudioHdr *pStudio );
+ virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
+
+ virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
+
+ #else
+
+ virtual void Spawn();
+
+ #endif
+
+ float m_flPrevAnimTime;
+ float m_flNextResetCheckTime;
+
+ Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
+ QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
+
+private:
+
+ CWeaponPortalBase( const CWeaponPortalBase & );
+
+ Vector m_vOriginalSpawnOrigin;
+ QAngle m_vOriginalSpawnAngles;
+};
+
+
+#endif // WEAPON_PORTALBASE_H