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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Engineer's Laser Pointer
//
//=============================================================================//
#ifndef TF_WEAPON_LASER_POINTER_H
#define TF_WEAPON_LASER_POINTER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#include "tf_weapon_sniperrifle.h"
#include "Sprite.h"
#if defined( CLIENT_DLL )
#define CTFLaserPointer C_TFLaserPointer
#define CLaserDot C_LaserDot
#endif
//=============================================================================
//
// Laser Dot
//
class CLaserDot : public CSniperDot
{
public:
DECLARE_CLASS( CLaserDot, CSniperDot );
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
// Creation/Destruction.
CLaserDot( void );
~CLaserDot( void );
static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
#ifdef CLIENT_DLL
virtual int DrawModel( int flags );
virtual bool ShouldDraw( void ) { return false; }
#endif
};
//=============================================================================
//
// Laser Pointer
//
class CTFLaserPointer : public CTFWeaponBaseGun
{
public:
DECLARE_CLASS( CTFLaserPointer, CTFWeaponBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFLaserPointer();
~CTFLaserPointer();
virtual int GetWeaponID( void ) const { return TF_WEAPON_LASER_POINTER; }
virtual void Precache();
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual void WeaponIdle( void );
virtual bool UsesClipsForAmmo1( void ) const { return false; }
virtual bool UsesClipsForAmmo2( void ) const { return false; }
#ifdef GAME_DLL
CLaserDot* GetLaserDot() { return m_hLaserDot.Get(); }
bool HasLaserDot() { return GetLaserDot()?true:false; }
#endif
private:
void CreateLaserDot( void );
void DestroyLaserDot( void );
void UpdateLaserDot( void );
private:
#ifdef GAME_DLL
CHandle<CLaserDot> m_hLaserDot;
#endif
float m_flNextAttack;
float m_flStartedFiring;
bool m_bDoHandIdle;
bool m_bDeployed;
CTFLaserPointer( const CTFLaserPointer & );
};
#endif // TF_WEAPON_LASER_POINTER_H
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