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204 lines
6.1 KiB
204 lines
6.1 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#ifndef FUNC_TANK_H
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#define FUNC_TANK_H
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//=========================================================
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// CFuncTank
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//=========================================================
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#define SF_TANK_ACTIVE 0x0001
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#define SF_TANK_PLAYER 0x0002
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#define SF_TANK_HUMANS 0x0004
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#define SF_TANK_ALIENS 0x0008
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#define SF_TANK_LINEOFSIGHT 0x0010
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#define SF_TANK_CANCONTROL 0x0020
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#define SF_TANK_SOUNDON 0x8000
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enum TANKBULLET
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{
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TANK_BULLET_NONE = 0,
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TANK_BULLET_9MM = 1,
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TANK_BULLET_MP5 = 2,
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TANK_BULLET_12MM = 3,
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};
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// Custom damage
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// env_laser (duration is 0.5 rate of fire)
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// rockets
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// explosion?
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class CFuncTank : public CBaseEntity
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{
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public:
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void Spawn(void);
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void Precache(void);
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void KeyValue(KeyValueData *pkvd);
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void Think(void);
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void TrackTarget(void);
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virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
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virtual Vector UpdateTargetPosition(CBaseEntity *pTarget)
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{
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return pTarget->BodyTarget(pev->origin);
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}
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void StartRotSound(void);
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void StopRotSound(void);
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// Bmodels don't go across transitions
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virtual int ObjectCaps(void) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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inline BOOL IsActive(void) { return (pev->spawnflags & SF_TANK_ACTIVE) ? TRUE : FALSE; }
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inline void TankActivate(void) { pev->spawnflags |= SF_TANK_ACTIVE; pev->nextthink = pev->ltime + 0.1; m_fireLast = 0; }
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inline void TankDeactivate(void) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); }
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inline BOOL CanFire(void) { return (gpGlobals->time - m_lastSightTime) < m_persist; }
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BOOL InRange(float range);
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// Acquire a target. pPlayer is a player in the PVS
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edict_t *FindTarget(edict_t *pPlayer);
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void TankTrace(const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr);
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Vector BarrelPosition(void)
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{
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Vector forward, right, up;
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UTIL_MakeVectorsPrivate(pev->angles, forward, right, up);
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return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
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}
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void AdjustAnglesForBarrel(Vector &angles, float distance);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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BOOL OnControls(entvars_t *pevTest);
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BOOL StartControl(CBasePlayer* pController);
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void StopControl(void);
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void ControllerPostFrame(void);
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protected:
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CBasePlayer* m_pController;
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float m_flNextAttack;
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Vector m_vecControllerUsePos;
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float m_yawCenter; // "Center" yaw
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float m_yawRate; // Max turn rate to track targets
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float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
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// Zero is full rotation
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float m_yawTolerance; // Tolerance angle
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float m_pitchCenter; // "Center" pitch
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float m_pitchRate; // Max turn rate on pitch
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float m_pitchRange; // Range of pitch motion as above
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float m_pitchTolerance; // Tolerance angle
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float m_fireLast; // Last time I fired
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float m_fireRate; // How many rounds/second
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float m_lastSightTime;// Last time I saw target
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float m_persist; // Persistence of firing (how long do I shoot when I can't see)
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float m_minRange; // Minimum range to aim/track
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float m_maxRange; // Max range to aim/track
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Vector m_barrelPos; // Length of the freakin barrel
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float m_spriteScale; // Scale of any sprites we shoot
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int m_iszSpriteSmoke;
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int m_iszSpriteFlash;
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TANKBULLET m_bulletType; // Bullet type
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int m_iBulletDamage; // 0 means use Bullet type's default damage
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Vector m_sightOrigin; // Last sight of target
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int m_spread; // firing spread
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int m_iszMaster; // Master entity (game_team_master or multisource)
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};
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//=========================================================
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// CFuncTankGun
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//=========================================================
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class CFuncTankGun : public CFuncTank
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{
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public:
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void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
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};
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//=========================================================
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// CFuncTankLaser
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//=========================================================
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class CFuncTankLaser : public CFuncTank
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{
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public:
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void Activate(void);
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void KeyValue(KeyValueData *pkvd);
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void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
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void Think(void);
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CLaser *GetLaser(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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private:
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CLaser *m_pLaser;
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float m_laserTime;
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};
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//=========================================================
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// CFuncTankRocket
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//=========================================================
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class CFuncTankRocket : public CFuncTank
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{
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public:
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void Precache(void);
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void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
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};
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//=========================================================
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// CFuncTankMortar
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//=========================================================
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class CFuncTankMortar : public CFuncTank
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{
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public:
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void KeyValue(KeyValueData *pkvd);
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void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
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};
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//============================================================================
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// FUNC TANK CONTROLS
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//============================================================================
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class CFuncTankControls : public CBaseEntity
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{
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public:
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virtual int ObjectCaps(void);
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void Spawn(void);
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void Think(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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CFuncTank *m_pTank;
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};
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#endif // FUNC_TANK_H
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