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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_MORTAR_H
#define WEAPON_MORTAR_H
#ifdef _WIN32
#pragma once
#endif
class SmokeTrail;
class CWeaponMortar;
#include "tf_basecombatweapon.h"
#include "particle_smokegrenade.h"
#include "utllinkedlist.h"
#include "tf_obj_mortar.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWeaponMortar : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponMortar, CBaseTFCombatWeapon );
public:
DECLARE_SERVERCLASS();
CWeaponMortar();
virtual void Precache();
// Input
void Fire( float flPower, float flAccuracy );
void PrimaryAttack( void );
void SecondaryAttack( void );
// Deployment / Pick-up
void DeployMortar( CObjectMortar *pMortar );
void PickupMortar( void );
void MortarDestroyed( void );
void MortarObjectRemoved( void );
// Turning
void SetYaw( float flYaw );
// Firing
virtual void ItemPostFrame( void );
virtual float GetFireRate( void );
// Ammo
virtual void SetRoundType( int iRoundType );
virtual bool Deploy( void );
virtual void WeaponIdle( void );
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
virtual void AddAssociatedObject( CBaseObject *pObject );
virtual void RemoveAssociatedObject( CBaseObject *pObject );
virtual bool ComputeEMPFireState( void );
void MortarIsReloading( void );
void MortarFinishedReloading( void );
public:
// Data
bool m_bCarried;
bool m_bMortarReloading;
CHandle< CObjectMortar > m_hDeployedMortar;
Vector m_vecMortarOrigin;
QAngle m_vecMortarAngles;
bool m_bRangeUpgraded;
bool m_bAccuracyUpgraded;
// Firing
float m_flFiringPower;
float m_flFiringAccuracy;
};
#endif // WEAPON_MORTAR_H
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