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-rw-r--r--game/shared/tf/tf_weapon_particle_cannon.h107
1 files changed, 107 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_particle_cannon.h b/game/shared/tf/tf_weapon_particle_cannon.h
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+++ b/game/shared/tf/tf_weapon_particle_cannon.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// TF Particle Cannon
+//
+//=============================================================================
+#ifndef TF_WEAPON_PARTICLE_CANNON_H
+#define TF_WEAPON_PARTICLE_CANNON_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_gun.h"
+#include "tf_weaponbase_rocket.h"
+#include "tf_weapon_sniperrifle.h"
+#include "tf_weapon_rocketlauncher.h"
+
+#ifdef CLIENT_DLL
+#include "particle_property.h"
+#endif
+
+// Client specific.
+#ifdef CLIENT_DLL
+#define CTFParticleCannon C_TFParticleCannon
+#endif
+
+#define TF_PARTICLE_MAX_CHARGE_TIME 2.f
+
+class CTFParticleCannon : public CTFRocketLauncher
+{
+public:
+ DECLARE_CLASS( CTFParticleCannon, CTFRocketLauncher );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFParticleCannon();
+
+ // Server specific.
+#ifdef GAME_DLL
+ DECLARE_DATADESC();
+
+ virtual void Precache();
+#endif
+
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; }
+ virtual float GetProjectileSpeed( void );
+ virtual float GetProjectileGravity( void );
+ virtual bool IsViewModelFlipped( void );
+
+ const char* GetEffectLabelText( void ) { return "#TF_MANGLER"; }
+ float GetProgress( void );
+
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual bool Deploy( void );
+ virtual void WeaponReset( void );
+ virtual void ItemPostFrame( void );
+
+ virtual void PrimaryAttack( void );
+ virtual void SecondaryAttack( void );
+ virtual void FireChargedShot();
+ virtual void ModifyProjectile( CBaseEntity* pProj );
+
+ virtual void PlayWeaponShootSound( void );
+
+ virtual const char *GetMuzzleFlashParticleEffect( void );
+
+ virtual bool IsEnergyWeapon( void ) const { return true; }
+
+ virtual bool ShouldPlayFireAnim( void ) { return !m_bChargedShot; }
+
+#ifdef CLIENT_DLL
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ void StartEffects( void );
+ void ClientEffectsThink( void );
+ void CreateChargeEffect( void );
+
+ virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt );
+ virtual bool ShouldPlayClientReloadSound() { return true; }
+ virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex );
+
+#endif
+
+ virtual char const* GetShootSound( int iIndex ) const;
+
+ // Charged shot support.
+ virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; }
+ virtual float GetChargeMaxTime( void ) { return TF_PARTICLE_MAX_CHARGE_TIME; }
+ virtual float GetChargeForceReleaseTime( void ) { return GetChargeMaxTime(); }
+ virtual float Energy_GetShotCost( void ) const { return 5.f; }
+ virtual float Energy_GetRechargeCost( void ) const { return 5.f; }
+
+ bool CanChargeFire( void ) { if (Energy_FullyCharged() && (m_flChargeBeginTime<=0)) return true; else return false; }
+
+ virtual bool OwnerCanTaunt( void );
+
+private:
+ CNetworkVar( float, m_flChargeBeginTime );
+ CNetworkVar( int, m_iChargeEffect );
+ bool m_bChargedShot;
+
+
+#ifdef CLIENT_DLL
+ bool m_bEffectsThinking;
+ int m_iChargeEffectBase;
+#endif
+};
+
+#endif // TF_WEAPON_PARTICLE_CANNON_H \ No newline at end of file