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//========= 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
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