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add source-sdk-2013
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_PORTALGUN_H
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#define WEAPON_PORTALGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_portalbasecombatweapon.h"
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#include "prop_portal.h"
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class CWeaponPortalgun : public CBasePortalCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponPortalgun, CBasePortalCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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private:
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CNetworkVar( bool, m_bCanFirePortal1 ); // Is able to use primary fire
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CNetworkVar( bool, m_bCanFirePortal2 ); // Is able to use secondary fire
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CNetworkVar( int, m_iLastFiredPortal ); // Which portal was placed last
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CNetworkVar( bool, m_bOpenProngs ); // Which portal was placed last
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CNetworkVar( float, m_fCanPlacePortal1OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
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CNetworkVar( float, m_fCanPlacePortal2OnThisSurface ); // Tells the gun if it can place on the surface it's pointing at
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public:
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unsigned char m_iPortalLinkageGroupID; //which portal linkage group this gun is tied to, usually set by mapper, or inherited from owning player's index
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// HACK HACK! Used to make the gun visually change when going through a cleanser!
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CNetworkVar( float, m_fEffectsMaxSize1 );
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CNetworkVar( float, m_fEffectsMaxSize2 );
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public:
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_10DEGREES;
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return cone;
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}
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virtual void Precache ( void );
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virtual void CreateSounds( void );
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virtual void StopLoopingSounds( void );
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virtual void OnRestore( void );
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virtual void UpdateOnRemove( void );
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void Spawn( void );
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virtual void Activate();
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void DoEffectBlast( bool bPortal2, int iPlacedBy, const Vector &ptStart, const Vector &ptFinalPos, const QAngle &qStartAngles, float fDelay );
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virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
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virtual bool ShouldDrawCrosshair( void );
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float GetPortal1Placablity( void ) { return m_fCanPlacePortal1OnThisSurface; }
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float GetPortal2Placablity( void ) { return m_fCanPlacePortal2OnThisSurface; }
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void SetLastFiredPortal( int iLastFiredPortal ) { m_iLastFiredPortal = iLastFiredPortal; }
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int GetLastFiredPortal( void ) { return m_iLastFiredPortal; }
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bool Reload( void );
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void FillClip( void );
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void CheckHolsterReload( void );
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void ItemHolsterFrame( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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bool Deploy( void );
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void SetCanFirePortal1( bool bCanFire = true );
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void SetCanFirePortal2( bool bCanFire = true );
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float CanFirePortal1( void ) { return m_bCanFirePortal1; }
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float CanFirePortal2( void ) { return m_bCanFirePortal2; }
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void DelayAttack( float fDelay );
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virtual bool PreThink( void );
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virtual void Think( void );
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void OpenProngs( bool bOpenProngs );
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void InputChargePortal1( inputdata_t &inputdata );
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void InputChargePortal2( inputdata_t &inputdata );
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void FirePortal1( inputdata_t &inputdata );
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void FirePortal2( inputdata_t &inputdata );
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void FirePortalDirection1( inputdata_t &inputdata );
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void FirePortalDirection2( inputdata_t &inputdata );
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float TraceFirePortal( bool bPortal2, const Vector &vTraceStart, const Vector &vDirection, trace_t &tr, Vector &vFinalPosition, QAngle &qFinalAngles, int iPlacedBy, bool bTest = false );
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float FirePortal( bool bPortal2, Vector *pVector = 0, bool bTest = false );
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CSoundPatch *m_pMiniGravHoldSound;
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// Outputs for portalgun
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COutputEvent m_OnFiredPortal1; // Fires when the gun's first (blue) portal is fired
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COutputEvent m_OnFiredPortal2; // Fires when the gun's second (red) portal is fired
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void DryFire( void );
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virtual float GetFireRate( void ) { return 0.7; };
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void WeaponIdle( void );
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PortalWeaponID GetWeaponID( void ) const { return WEAPON_PORTALGUN; }
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protected:
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void StartEffects( void ); // Initialize all sprites and beams
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void StopEffects( bool stopSound = true ); // Hide all effects temporarily
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void DestroyEffects( void ); // Destroy all sprites and beams
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// Portalgun effects
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void DoEffect( int effectType, Vector *pos = NULL );
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void DoEffectClosed( void );
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void DoEffectReady( void );
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void DoEffectHolding( void );
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void DoEffectNone( void );
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CNetworkVar( int, m_EffectState ); // Current state of the effects on the gun
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public:
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DECLARE_ACTTABLE();
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CWeaponPortalgun(void);
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private:
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CWeaponPortalgun( const CWeaponPortalgun & );
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};
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#endif // WEAPON_PORTALGUN_H
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