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Diffstat (limited to 'game/shared/tf/tf_weapon_mechanical_arm.h')
| -rw-r--r-- | game/shared/tf/tf_weapon_mechanical_arm.h | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_mechanical_arm.h b/game/shared/tf/tf_weapon_mechanical_arm.h new file mode 100644 index 0000000..e2616b2 --- /dev/null +++ b/game/shared/tf/tf_weapon_mechanical_arm.h @@ -0,0 +1,66 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#ifndef TF_WEAPON_MECHANICAL_ARM_H +#define TF_WEAPON_MECHANICAL_ARM_H +#ifdef _WIN32 +#pragma once +#endif + +#include "tf_weaponbase_gun.h" +#include "tf_shareddefs.h" +#include "tf_viewmodel.h" + +#ifdef CLIENT_DLL +#define CTFMechanicalArm C_TFMechanicalArm +#endif + + +//============================================================================= +// +// Mechanical Arm class. +// +class CTFMechanicalArm : public CTFWeaponBaseGun +{ +public: + DECLARE_CLASS( CTFMechanicalArm, CTFWeaponBaseGun ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CTFMechanicalArm(); + ~CTFMechanicalArm(); + + virtual void Precache(); + + virtual void PrimaryAttack(); + virtual void SecondaryAttack( void ); + virtual int GetWeaponID( void ) const { return TF_WEAPON_MECHANICAL_ARM; } + virtual int GetCustomDamageType( ) const { return TF_DMG_CUSTOM_PLASMA; } + + virtual int GetAmmoPerShot( void ); + + virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState ); + +#ifdef CLIENT_DLL + virtual void OnDataChanged( DataUpdateType_t updateType ); +#endif // CLIENT_DLL + +private: + + bool ShockAttack( void ); +#ifdef GAME_DLL + bool IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget ); + void ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget ); +#else + void StopParticleBeam( ); + void UpdateParticleBeam(); + HPARTICLEFFECT m_pParticleBeamEffect; + HPARTICLEFFECT m_pParticleBeamSpark; + C_BaseEntity *m_pEffectOwner; +#endif // CLIENT_DLL +}; + +#endif // TF_WEAPON_MECHANICAL_ARM_H |