hl2_src-leak-2017/src/game/shared/tf/tf_weapon_wrench.h

112 lines
2.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_WRENCH_H
#define TF_WEAPON_WRENCH_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_melee.h"
#include "tf_item_wearable.h"
#ifdef CLIENT_DLL
#define CTFWrench C_TFWrench
#define CTFRobotArm C_TFRobotArm
#define CTFWearableRobotArm C_TFWearableRobotArm
#endif
//=============================================================================
//
// Wrench class.
//
class CTFWrench : public CTFWeaponBaseMelee
{
public:
DECLARE_CLASS( CTFWrench, CTFWeaponBaseMelee );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFWrench();
virtual void Spawn();
virtual int GetWeaponID( void ) const { return TF_WEAPON_WRENCH; }
virtual void Smack( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
bool IsPDQ( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, wrench_builds_minisentry ); return iMode==1; };
float GetConstructionValue( void );
float GetRepairValue( void );
#ifdef GAME_DLL
virtual void Equip( CBaseCombatCharacter *pOwner );
virtual void Detach();
void ApplyBuildingHealthUpgrade( void );
void OnFriendlyBuildingHit( CBaseObject *pObject, CTFPlayer *pPlayer, Vector hitLoc );
#else
virtual void ItemPostFrame();
#endif
private:
bool m_bReloadDown;
CTFWrench( const CTFWrench & ) {}
};
//=============================================================================
//
// Robot Arm class.
//
class CTFRobotArm : public CTFWrench
{
public:
DECLARE_CLASS( CTFRobotArm, CTFWrench );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFRobotArm();
virtual void Precache();
#ifdef GAME_DLL
virtual void Equip( CBaseCombatCharacter *pOwner );
virtual void Drop( const Vector &vecVelocity );
virtual void UpdateOnRemove( void );
void RemoveRobotArm();
virtual void OnActiveStateChanged( int iOldState );
virtual int GetDamageCustom();
virtual float GetForceScale( void );
virtual bool HideAttachmentsAndShowBodygroupsWhenPerformingWeaponIndependentTaunt() const OVERRIDE { return false; }
#endif
virtual void PrimaryAttack();
virtual void Smack( void );
virtual void WeaponIdle( void );
virtual void DoViewModelAnimation( void );
private:
CNetworkHandle( CTFWearable, m_hRobotArm );
int m_iComboCount;
float m_flLastComboHit;
bool m_bBigIdle;
bool m_bBigHit;
};
class CTFWearableRobotArm : public CTFWearable
{
public:
DECLARE_CLASS( CTFWearableRobotArm, CTFWearable );
DECLARE_NETWORKCLASS();
};
#endif // TF_WEAPON_WRENCH_H