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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_LIMPETMINE_H
#define WEAPON_LIMPETMINE_H
#ifdef _WIN32
#pragma once
#endif
class CBeam;
#if defined( CLIENT_DLL )
#define CWeaponLimpetmine C_WeaponLimpetmine
#else
#include "env_laserdesignation.h"
#endif
//-----------------------------------------------------------------------------
// Purpose: Combination limpet mine & laser designator weapon
//-----------------------------------------------------------------------------
class CWeaponLimpetmine : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponLimpetmine, CBaseTFCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponLimpetmine( void );
virtual void UpdateOnRemove( void );
virtual void Precache( void );
virtual float GetFireRate( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void WeaponIdle( void );
virtual bool HasAnyAmmo( void );
virtual void CleanupOnActStart( void );
// Designation
void StartDesignating( void );
void StopDesignating( void );
void UpdateBeamTarget( );
// Limpet counting
void DecrementLimpets( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
// Server DLL only
#if !defined( CLIENT_DLL )
void DetonateDeployedLimpets( void );
void RemoveDeployedLimpets( void );
void ThrowLimpet( CBasePlayer *pPlayer, Vector vecSrc, Vector vecAiming );
void ActivateBeam();
void DesignateSentriesToAttack( CBaseEntity *pEntity );
bool ValidDesignationTarget( CBaseEntity *pEntity );
CBaseEntity *GetDesignatedEntity( CBaseTFPlayer *pPlayer ); // Visually highlight those limpets in player's view cone
public:
CHandle<CEnvLaserDesignation> m_hLaserDesignation;
#endif
// Client DLL only
#if defined( CLIENT_DLL )
public:
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
virtual bool CanBeSelected( void );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
#endif
protected:
// Designation
bool m_bDesignating;
CNetworkHandle( CBaseEntity, m_hDesignatedEntity );
EHANDLE m_hOldDesignatedEntity;
int m_eDesignatedEntityOriginalRenderFx;
int m_eDesignatedEntityOriginalRenderMode;
// Beam
CBeam *m_pBeam;
// Limpets
float m_flStartedLaunchingAt;
CNetworkVar( int, m_iDeployedLimpets );
int m_flNextBuzzTime;
private:
CWeaponLimpetmine( const CWeaponLimpetmine & );
};
#endif // WEAPON_LIMPETMINE_H
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