//========= Copyright Valve Corporation, All rights reserved. ============// // // TF Particle Cannon // //============================================================================= #ifndef TF_WEAPON_PARTICLE_CANNON_H #define TF_WEAPON_PARTICLE_CANNON_H #ifdef _WIN32 #pragma once #endif #include "tf_weaponbase_gun.h" #include "tf_weaponbase_rocket.h" #include "tf_weapon_sniperrifle.h" #include "tf_weapon_rocketlauncher.h" #ifdef CLIENT_DLL #include "particle_property.h" #endif // Client specific. #ifdef CLIENT_DLL #define CTFParticleCannon C_TFParticleCannon #endif #define TF_PARTICLE_MAX_CHARGE_TIME 2.f class CTFParticleCannon : public CTFRocketLauncher { public: DECLARE_CLASS( CTFParticleCannon, CTFRocketLauncher ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CTFParticleCannon(); // Server specific. #ifdef GAME_DLL DECLARE_DATADESC(); virtual void Precache(); #endif virtual int GetWeaponID( void ) const { return TF_WEAPON_PARTICLE_CANNON; } virtual float GetProjectileSpeed( void ); virtual float GetProjectileGravity( void ); virtual bool IsViewModelFlipped( void ); const char* GetEffectLabelText( void ) { return "#TF_MANGLER"; } float GetProgress( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual bool Deploy( void ); virtual void WeaponReset( void ); virtual void ItemPostFrame( void ); virtual void PrimaryAttack( void ); virtual void SecondaryAttack( void ); virtual void FireChargedShot(); virtual void ModifyProjectile( CBaseEntity* pProj ); virtual void PlayWeaponShootSound( void ); virtual const char *GetMuzzleFlashParticleEffect( void ); virtual bool IsEnergyWeapon( void ) const { return true; } virtual bool ShouldPlayFireAnim( void ) { return !m_bChargedShot; } #ifdef CLIENT_DLL virtual void OnDataChanged( DataUpdateType_t updateType ); void StartEffects( void ); void ClientEffectsThink( void ); void CreateChargeEffect( void ); virtual void DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt ); virtual bool ShouldPlayClientReloadSound() { return true; } virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex ); #endif virtual char const* GetShootSound( int iIndex ) const; // Charged shot support. virtual float GetChargeBeginTime( void ) { return m_flChargeBeginTime; } virtual float GetChargeMaxTime( void ) { return TF_PARTICLE_MAX_CHARGE_TIME; } virtual float GetChargeForceReleaseTime( void ) { return GetChargeMaxTime(); } virtual float Energy_GetShotCost( void ) const { return 5.f; } virtual float Energy_GetRechargeCost( void ) const { return 5.f; } bool CanChargeFire( void ) { if (Energy_FullyCharged() && (m_flChargeBeginTime<=0)) return true; else return false; } virtual bool OwnerCanTaunt( void ); private: CNetworkVar( float, m_flChargeBeginTime ); CNetworkVar( int, m_iChargeEffect ); bool m_bChargedShot; #ifdef CLIENT_DLL bool m_bEffectsThinking; int m_iChargeEffectBase; #endif }; #endif // TF_WEAPON_PARTICLE_CANNON_H