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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_SWORD_H
#define TF_WEAPON_SWORD_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#ifdef GAME_DLL
#include "GameEventListener.h"
#else
#include "tf_viewmodel.h"
#include "bone_setup.h"
#include "tf_wearable_item_demoshield.h"
#endif
#ifdef CLIENT_DLL
#define CTFSword C_TFSword
#define CTFKatana C_TFKatana
#endif
//=============================================================================
//
// Decapitation melee weapon base class.
//
#ifdef GAME_DLL
class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee, public CGameEventListener
#else
class CTFDecapitationMeleeWeaponBase : public CTFWeaponBaseMelee
#endif
{
public:
DECLARE_CLASS( CTFDecapitationMeleeWeaponBase, CTFWeaponBaseMelee );
CTFDecapitationMeleeWeaponBase();
virtual void Precache( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_SWORD; }
virtual int GetCustomDamageType() const { return TF_DMG_CUSTOM_DECAPITATION; }
virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
virtual Activity TranslateViewmodelHandActivityInternal( Activity actBase );
virtual bool CanDecapitate( void );
virtual void SetupGameEventListeners( void );
virtual void OnDecapitation( CTFPlayer *pDeadPlayer ) {}
#ifdef GAME_DLL
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual void FireGameEvent( IGameEvent *event );
#endif
#ifdef CLIENT_DLL
virtual void UpdateAttachmentModels( void );
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags );
#endif // CLIENT_DLL
protected:
bool m_bHolstering;
private:
#ifdef CLIENT_DLL
EHANDLE m_hShield;
#endif // CLIENT_DLL
};
//=============================================================================
//
// Sword class. (Consumes heads for speed/health bonus.)
//
class CTFSword : public CTFDecapitationMeleeWeaponBase
{
public:
DECLARE_CLASS( CTFSword, CTFDecapitationMeleeWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFSword() {}
virtual ~CTFSword() {}
virtual void WeaponReset( void );
virtual float GetSwordSpeedMod( void );
virtual int GetSwordHealthMod();
virtual int GetSwingRange( void );
virtual void OnDecapitation( CTFPlayer *pDeadPlayer );
virtual bool Deploy( void );
float GetProgress( void ) { return 0.f; }
int GetCount( void );
const char* GetEffectLabelText( void ) { return "#TF_BERZERK"; }
#ifdef CLIENT_DLL
virtual void WeaponIdle( void );
#endif
private:
CTFSword( const CTFSword& ) {}
#ifdef CLIENT_DLL
float m_flNextIdleWavRoll;
int m_iPrevWavDecap;
#endif
};
//=============================================================================
//
// Sword class. (On head-take causes short-term soldier buff effects.)
//
class CTFKatana : public CTFDecapitationMeleeWeaponBase
{
public:
DECLARE_CLASS( CTFKatana, CTFDecapitationMeleeWeaponBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFKatana();
virtual ~CTFKatana() {}
virtual bool Deploy( void );
virtual float GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage );
virtual void OnDecapitation( CTFPlayer *pDeadPlayer );
virtual int GetActivityWeaponRole() const OVERRIDE;
protected:
virtual int GetSkinOverride() const;
private:
CNetworkVar( bool, m_bIsBloody );
};
#endif // TF_WEAPON_SWORD_H
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