//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef TF_WEAPON_COMPOUND_BOW_H #define TF_WEAPON_COMPOUND_BOW_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_gun.h" #include "tf_weapon_pipebomblauncher.h" // Client specific. #ifdef CLIENT_DLL #define CTFCompoundBow C_TFCompoundBow #else class CTFProjectile_Arrow; #endif //============================================================================= // // TF Weapon Bow // class CTFCompoundBow : public CTFPipebombLauncher { public: DECLARE_CLASS( CTFCompoundBow, CTFPipebombLauncher ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); // Server specific. #ifdef GAME_DLL DECLARE_DATADESC(); #endif CTFCompoundBow(); ~CTFCompoundBow() {} virtual void Precache( void ); virtual void WeaponReset( void ); virtual int GetWeaponID( void ) const { return TF_WEAPON_COMPOUND_BOW; } virtual void PrimaryAttack(); virtual void LaunchGrenade( void ); virtual bool CalcIsAttackCriticalHelper(); virtual float GetChargeMaxTime( void ); virtual float GetCurrentCharge( void ); virtual float GetProjectileDamage( void ); virtual float GetProjectileSpeed( void ); virtual float GetProjectileGravity( void ); virtual void AddPipeBomb( CTFGrenadePipebombProjectile *pBomb ); virtual bool DetonateRemotePipebombs( bool bFizzle ); virtual void SecondaryAttack( void ); virtual void LowerBow( void ); virtual bool Reload( void ); virtual bool OwnerCanJump( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual bool SendWeaponAnim( int iActivity ); virtual void ItemPostFrame( void ); virtual float GetChargeForceReleaseTime( void ) { return 5.0f; } virtual void ForceLaunchGrenade( void ); virtual bool ShouldDoMuzzleFlash( void ) { return false; } virtual void GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates = true, float flEndDist = 2000.f ); void ApplyRefireSpeedModifications( float &flBaseRef ); // The bow doesn't actually reload, it instead uses the AE_WPN_INCREMENTAMMO anim event in the fire to reload the clip. virtual bool CanReload( void ){ return false; } virtual bool CanPickupOtherWeapon() const { return m_flChargeBeginTime == 0.f; } #ifdef CLIENT_DLL virtual void OnDataChanged( DataUpdateType_t type ); virtual void UpdateOnRemove( void ); #endif void SetArrowAlight( bool bAlight ); private: #ifdef CLIENT_DLL virtual void StartBurningEffect( void ); virtual void StopBurningEffect( void ); #else #ifdef STAGING_ONLY void CreateExtraArrow( CTFProjectile_Arrow* pMainArrow, const QAngle& qSpreadAngles, float flSpeed ); float GetRandomSpreadOffset( int iArrowMasteryLevel ); #endif // STAGING_ONLY #endif private: float m_flLastDenySoundTime; CNetworkVar( bool, m_bNoFire ); CNetworkVar( bool, m_bArrowAlight ); #ifdef CLIENT_DLL EHANDLE m_hParticleEffectOwner; HPARTICLEFFECT m_pBurningArrowEffect; #endif CTFCompoundBow( const CTFCompoundBow & ) {} }; #endif // TF_WEAPON_COMPOUND_BOW_H