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73 lines
2.3 KiB
73 lines
2.3 KiB
![]()
4 years ago
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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 INFO_VEHICLE_BAY_H
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#define INFO_VEHICLE_BAY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ihasbuildpoints.h"
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#include "vguiscreen.h"
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//-----------------------------------------------------------------------------
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// Purpose: Entity that provides a place to build a vehicle
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//-----------------------------------------------------------------------------
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class CInfoVehicleBay : public CBaseEntity, public IHasBuildPoints
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{
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DECLARE_CLASS( CInfoVehicleBay, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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// IHasBuildPoints
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public:
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virtual int GetNumBuildPoints( void ) const;
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
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virtual int GetNumObjectsOnMe( void );
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virtual CBaseEntity *GetFirstObjectOnMe( void );
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
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virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles );
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virtual void RemoveAllObjects( void );
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virtual float GetMaxSnapDistance( int iPoint ) { return 128; }
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virtual bool ShouldCheckForMovement( void ) { return false; }
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};
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//-----------------------------------------------------------------------------
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// Purpose: Vgui screen for vehicle buying
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//-----------------------------------------------------------------------------
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class CVGuiScreenVehicleBay : public CVGuiScreen
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{
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DECLARE_CLASS( CVGuiScreenVehicleBay, CVGuiScreen );
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public:
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DECLARE_DATADESC();
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virtual void Activate( void );
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void BuildVehicle( CBaseTFPlayer *pPlayer, int iObjectType );
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void FinishedBuildVehicle( CBaseObject *pObject );
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void SetBuildPoint( Vector &vecOrigin, QAngle &vecAngles );
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void BayThink( void );
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private:
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bool m_bBayIsClear;
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Vector m_vecBuildPointOrigin;
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QAngle m_vecBuildPointAngles;
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// Outputs
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COutputEvent m_OnStartedBuild;
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COutputEvent m_OnFinishedBuild;
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COutputEvent m_OnReadyToBuildAgain;
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};
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#endif // INFO_VEHICLE_BAY_H
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