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133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
#ifndef _ASW_WEAPON_HEALGRENADE_H
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#define _ASW_WEAPON_HEALGRENADE_H
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#pragma once
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#ifdef CLIENT_DLL
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#include "c_asw_weapon.h"
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#include "c_asw_aoegrenade_projectile.h"
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#define CASW_Weapon C_ASW_Weapon
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#define CASW_Weapon_HealGrenade C_ASW_Weapon_HealGrenade
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#define CASW_Marine C_ASW_Marine
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#else
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#include "asw_weapon.h"
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#include "asw_aoegrenade_projectile.h"
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#endif
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#include "asw_shareddefs.h"
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#include "basegrenade_shared.h"
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#ifdef CLIENT_DLL
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class C_ASW_HealGrenade_Projectile : public C_ASW_AOEGrenade_Projectile
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{
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public:
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DECLARE_CLASS( C_ASW_HealGrenade_Projectile, C_ASW_AOEGrenade_Projectile );
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DECLARE_CLIENTCLASS();
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virtual Color GetGrenadeColor( void );
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virtual const char* GetIdleLoopSoundName( void ) { return "ASW_MedGrenade.ActiveLoop"; }
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virtual const char* GetLoopSoundName( void ) { return "ASW_MedGrenade.BuffLoop"; }
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virtual const char* GetStartSoundName( void ) { return "ASW_MedGrenade.StartBuff"; }
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virtual const char* GetActivateSoundName( void ) { return "ASW_MedGrenade.GrenadeActivate"; }
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virtual const char* GetPingEffectName( void ) { return "medgrenade_pulse"; }
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virtual const char* GetArcEffectName( void ) { return "medgrenade_attach_arc"; }
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virtual const char* GetArcAttachmentName( void ) { return "zipline"; }
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virtual bool ShouldSpawnSphere( void ) { return true; }
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virtual float GetSphereScale( void ) { return 0.9f; }
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virtual int GetSphereSkin( void ) { return 1; }
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HEALGRENADE_PROJECTILE; }
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};
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#else
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DECLARE_AUTO_LIST( IHealGrenadeAutoList );
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class CASW_HealGrenade_Projectile : public CASW_AOEGrenade_Projectile, public IHealGrenadeAutoList
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{
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DECLARE_CLASS( CASW_HealGrenade_Projectile, CASW_AOEGrenade_Projectile );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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public:
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CASW_HealGrenade_Projectile();
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void Precache( void );
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static CASW_AOEGrenade_Projectile* Grenade_Projectile_Create( const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseEntity *pOwner,
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float flHealPerSecond, float flInfestationCureAmount, float flRadius, float flDuration, float flTotalHealAmount );
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virtual float GetInfestationCureAmount( void );
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virtual float GetGrenadeGravity( void );
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virtual void OnBurnout( void );
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virtual bool ShouldTouchEntity( CBaseEntity *pEntity );
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virtual void DoAOE( CBaseEntity *pEntity );
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virtual float GetDoAOEDelayTime( void ) { return 1.0f; }
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IMPLEMENT_AUTO_LIST_GET(); // IHealGrenadeAutoList
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CUtlVector< EHANDLE > m_hHealedEntities;
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float m_flHealPerSecond;
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float m_flInfestationCureAmount;
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float m_flHealAmountLeft;
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float m_flHealAmountTotal;
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HEALGRENADE_PROJECTILE; }
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};
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#endif
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class CASW_Weapon_HealGrenade : public CASW_Weapon
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{
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public:
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DECLARE_CLASS( CASW_Weapon_HealGrenade, CASW_Weapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual void Precache();
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virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down
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virtual bool Reload() { return false; }
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virtual void PrimaryAttack();
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float GetFireRate( void ) { return 3.0f; }
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone;
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cone = Vector(0,0,0);
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return cone;
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}
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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virtual CASW_AOEGrenade_Projectile* CreateProjectile( const Vector &vecSrc, const QAngle &angles, const Vector &vecVel,
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const AngularImpulse &rotSpeed, CBaseEntity *pOwner );
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virtual const char* GetPickupClass() { return "asw_pickup_heal_grenade"; }
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#else
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#endif
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virtual bool IsOffensiveWeapon() { return false; }
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virtual bool OffhandActivate();
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virtual float GetRefireTime( void );
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float m_flSoonestPrimaryAttack;
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HEALGRENADE; }
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};
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#endif /* _ASW_WEAPON_HEALGRENADE_H */
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