Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_OBJ_TELEPORTER_H
#define C_OBJ_TELEPORTER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseobject.h"
#include "ObjectControlPanel.h"
class C_ObjectTeleporter : public C_BaseObject
{
DECLARE_CLASS( C_ObjectTeleporter, C_BaseObject );
public:
DECLARE_CLIENTCLASS();
C_ObjectTeleporter();
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void GetTargetIDDataString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sDataString, int iMaxLenInBytes );
virtual void ClientThink( void );
virtual void UpdateOnRemove();
virtual CStudioHdr *OnNewModel( void );
virtual bool IsPlacementPosValid( void );
float GetChargeTime( void );
float GetCurrentRechargeDuration( void ) { return m_flCurrentRechargeDuration; }
int GetState( void ) { return m_iState; }
int GetTimesUsed( void );
void StartChargedEffects( void );
void StopChargedEffects( void );
void StartActiveEffects( void );
void StopActiveEffects( void );
void StartBuildingEffects( void );
void StopBuildingEffects( void );
virtual void SetInvisibilityLevel( float flValue );
void UpdateTeleporterEffects( void );
virtual void UpdateDamageEffects( BuildingDamageLevel_t damageLevel );
virtual int GetUpgradeLevel( void ) { return m_iUpgradeLevel; }
int GetUpgradeMetal( void ) { return m_iUpgradeMetal; }
//virtual int GetUpgradeMetalRequired( void ) { return GetObjectInfo( GetType() )->m_UpgradeCost; }
virtual void UpgradeLevelChanged( void );
virtual void OnGoInactive( void ) OVERRIDE;
private:
int m_iState;
int m_iOldState;
float m_flRechargeTime;
float m_flCurrentRechargeDuration;
int m_iTimesUsed;
float m_flYawToExit;
bool m_bMatchBuilding;
bool m_bOldMatchBuilding;
int m_iDirectionArrowPoseParam;
HPARTICLEFFECT m_hChargedEffect;
HPARTICLEFFECT m_hDirectionEffect;
HPARTICLEFFECT m_hChargedLeftArmEffect;
HPARTICLEFFECT m_hChargedRightArmEffect;
HPARTICLEFFECT m_hBuildingLeftArmEffect;
HPARTICLEFFECT m_hBuildingRightArmEffect;
CSoundPatch *m_pSpinSound;
private:
C_ObjectTeleporter( const C_ObjectTeleporter & ); // not defined, not accessible
};
#endif //C_OBJ_TELEPORTER_H