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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Rocket Launcher
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//
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//=============================================================================
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#ifndef TF_WEAPON_ROCKETLAUNCHER_H
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#define TF_WEAPON_ROCKETLAUNCHER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_gun.h"
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#include "tf_weaponbase_rocket.h"
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#include "tf_weapon_sniperrifle.h"
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#ifdef CLIENT_DLL
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#include "particle_property.h"
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#endif
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFRocketLauncher C_TFRocketLauncher
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#define CTFRocketLauncher_DirectHit C_TFRocketLauncher_DirectHit
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#define CTFRocketLauncher_AirStrike C_TFRocketLauncher_AirStrike
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#define CTFRocketLauncher_Mortar C_TFRocketLauncher_Mortar
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#define CTFCrossbow C_TFCrossbow
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#endif // CLIENT_DLL
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//=============================================================================
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//
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// TF Weapon Rocket Launcher.
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//
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class CTFRocketLauncher : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFRocketLauncher, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFRocketLauncher();
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~CTFRocketLauncher();
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#ifndef CLIENT_DLL
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virtual void Precache();
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#endif
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virtual void ModifyEmitSoundParams( EmitSound_t ¶ms );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
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virtual void Misfire( void );
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
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virtual void ItemPostFrame( void );
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virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
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virtual int GetWeaponProjectileType( void ) const OVERRIDE;
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virtual bool IsBlastImpactWeapon( void ) const { return !IsEnergyWeapon(); }
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virtual bool CheckReloadMisfire( void ) OVERRIDE;
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virtual bool ShouldBlockPrimaryFire() OVERRIDE;
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#ifdef CLIENT_DLL
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virtual void CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex );
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#endif
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private:
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float m_flShowReloadHintAt;
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// Since the ammo in the clip can be predicted/networked out of order from when the reload sound happens
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// We need to keep track of this invividually on client and server to modify the pitch
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int m_nReloadPitchStep;
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#ifdef GAME_DLL
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int m_iConsecutiveCrits;
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bool m_bIsOverloading;
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#endif
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CTFRocketLauncher( const CTFRocketLauncher & ) {}
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};
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// ------------------------------------------------------------------------------------------------------------------------
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class CTFRocketLauncher_DirectHit : public CTFRocketLauncher
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{
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public:
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DECLARE_CLASS( CTFRocketLauncher_DirectHit, CTFRocketLauncher );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT; }
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};
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// ------------------------------------------------------------------------------------------------------------------------
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class CTFRocketLauncher_AirStrike : public CTFRocketLauncher
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{
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public:
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DECLARE_CLASS( CTFRocketLauncher_AirStrike, CTFRocketLauncher );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFRocketLauncher_AirStrike();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
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const char* GetEffectLabelText( void ) { return "#TF_KILLS"; }
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virtual int GetCount( void );
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#ifdef GAME_DLL
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virtual void OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info );
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#endif
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};
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// ------------------------------------------------------------------------------------------------------------------------
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class CTFRocketLauncher_Mortar : public CTFRocketLauncher
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{
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public:
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DECLARE_CLASS( CTFRocketLauncher_Mortar, CTFRocketLauncher );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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//CTFRocketLauncher_Mortar();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
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virtual void SecondaryAttack( void );
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virtual void ItemPostFrame( void );
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virtual void ItemBusyFrame( void );
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private:
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void RedirectRockets();
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#ifdef GAME_DLL
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CUtlVector< EHANDLE > m_vecRockets;
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#endif // GAME_DLL
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};
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// ------------------------------------------------------------------------------------------------------------------------
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class CTFCrossbow : public CTFRocketLauncher
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{
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public:
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DECLARE_CLASS( CTFCrossbow, CTFRocketLauncher );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) OVERRIDE;
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virtual int GetWeaponID( void ) const { return TF_WEAPON_CROSSBOW; }
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virtual void SecondaryAttack( void );
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virtual float GetProjectileSpeed( void );
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virtual float GetProjectileGravity( void );
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virtual bool IsViewModelFlipped( void );
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virtual void ItemPostFrame( void );
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virtual void ModifyProjectile( CBaseEntity* pProj );
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virtual void WeaponRegenerate( void );
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float GetProgress( void );
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const char* GetEffectLabelText( void ) { return "#TF_BOLT"; }
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CNetworkVar( float, m_flRegenerateDuration );
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CNetworkVar( float, m_flLastUsedTimestamp );
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private:
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bool m_bMilkNextAttack;
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};
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#endif // TF_WEAPON_ROCKETLAUNCHER_H
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