Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_RPG_H
#define WEAPON_RPG_H
#ifdef _WIN32
#pragma once
#endif
#include "basehlcombatweapon.h"
#include "Sprite.h"
#include "npcevent.h"
#include "beam_shared.h"
class CWeaponRPG;
class CLaserDot;
class RocketTrail;
//###########################################################################
// >> CMissile (missile launcher class is below this one!)
//###########################################################################
class CMissile : public CBaseCombatCharacter
{
DECLARE_CLASS( CMissile, CBaseCombatCharacter );
public:
static const int EXPLOSION_RADIUS = 200;
CMissile();
~CMissile();
Class_T Classify( void ) { return CLASS_MISSILE; }
void Spawn( void );
void Precache( void );
void MissileTouch( CBaseEntity *pOther );
void Explode( void );
void ShotDown( void );
void AccelerateThink( void );
void AugerThink( void );
void IgniteThink( void );
void SeekThink( void );
void DumbFire( void );
void SetGracePeriod( float flGracePeriod );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void Event_Killed( const CTakeDamageInfo &info );
virtual float GetDamage() { return m_flDamage; }
virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
unsigned int PhysicsSolidMaskForEntity( void ) const;
CHandle<CWeaponRPG> m_hOwner;
static CMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner );
void CreateDangerSounds( bool bState ){ m_bCreateDangerSounds = bState; }
static void AddCustomDetonator( CBaseEntity *pEntity, float radius, float height = -1 );
static void RemoveCustomDetonator( CBaseEntity *pEntity );
protected:
virtual void DoExplosion();
virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed );
virtual int AugerHealth() { return m_iMaxHealth - 20; }
// Creates the smoke trail
void CreateSmokeTrail( void );
// Gets the shooting position
void GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition );
CHandle<RocketTrail> m_hRocketTrail;
float m_flAugerTime; // Amount of time to auger before blowing up anyway
float m_flMarkDeadTime;
float m_flDamage;
struct CustomDetonator_t
{
EHANDLE hEntity;
float radiusSq;
float halfHeight;
};
static CUtlVector<CustomDetonator_t> gm_CustomDetonators;
private:
float m_flGracePeriodEndsAt;
bool m_bCreateDangerSounds;
DECLARE_DATADESC();
};
//-----------------------------------------------------------------------------
// Laser dot control
//-----------------------------------------------------------------------------
CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot );
void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget );
void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable );
//-----------------------------------------------------------------------------
// Specialized mizzizzile
//-----------------------------------------------------------------------------
class CAPCMissile : public CMissile
{
DECLARE_CLASS( CMissile, CMissile );
DECLARE_DATADESC();
public:
static CAPCMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner );
CAPCMissile();
~CAPCMissile();
void Precache( void );
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void IgniteDelay( void );
void AugerDelay( float flDelayTime );
void ExplodeDelay( float flDelayTime );
void DisableGuiding();
#if defined( HL2_DLL )
virtual Class_T Classify ( void ) { return CLASS_COMBINE; }
#endif
void AimAtSpecificTarget( CBaseEntity *pTarget );
void SetGuidanceHint( const char *pHintName );
void APCSeekThink( void );
CAPCMissile *m_pNext;
protected:
virtual void DoExplosion();
virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed );
virtual int AugerHealth();
private:
void Init();
void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition );
void BeginSeekThink();
void AugerStartThink();
void ExplodeThink();
void APCMissileTouch( CBaseEntity *pOther );
float m_flReachedTargetTime;
float m_flIgnitionTime;
bool m_bGuidingDisabled;
float m_flLastHomingSpeed;
EHANDLE m_hSpecificTarget;
string_t m_strHint;
};
//-----------------------------------------------------------------------------
// Finds apc missiles in cone
//-----------------------------------------------------------------------------
CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle );
//-----------------------------------------------------------------------------
// RPG
//-----------------------------------------------------------------------------
class CWeaponRPG : public CBaseHLCombatWeapon
{
DECLARE_CLASS( CWeaponRPG, CBaseHLCombatWeapon );
public:
CWeaponRPG();
~CWeaponRPG();
DECLARE_SERVERCLASS();
void Precache( void );
void PrimaryAttack( void );
virtual float GetFireRate( void ) { return 1; };
void ItemPostFrame( void );
void Activate( void );
void DecrementAmmo( CBaseCombatCharacter *pOwner );
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
bool Reload( void );
bool WeaponShouldBeLowered( void );
bool Lower( void );
virtual void Drop( const Vector &vecVelocity );
int GetMinBurst() { return 1; }
int GetMaxBurst() { return 1; }
float GetMinRestTime() { return 4.0; }
float GetMaxRestTime() { return 4.0; }
bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
int WeaponRangeAttack1Condition( float flDot, float flDist );
void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary, CBaseEntity *pTarget = NULL );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
void StartGuiding( void );
void StopGuiding( void );
void ToggleGuiding( void );
bool IsGuiding( void );
void NotifyRocketDied( void );
bool HasAnyAmmo( void );
void SuppressGuiding( bool state = true );
void CreateLaserPointer( void );
void UpdateLaserPosition( Vector vecMuzzlePos = vec3_origin, Vector vecEndPos = vec3_origin );
Vector GetLaserPosition( void );
void StartLaserEffects( void );
void StopLaserEffects( void );
void UpdateLaserEffects( void );
// NPC RPG users cheat and directly set the laser pointer's origin
void UpdateNPCLaserPosition( const Vector &vecTarget );
void SetNPCLaserPosition( const Vector &vecTarget );
const Vector &GetNPCLaserPosition( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual const Vector& GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_3DEGREES;
return cone;
}
CBaseEntity *GetMissile( void ) { return m_hMissile; }
DECLARE_ACTTABLE();
DECLARE_DATADESC();
protected:
bool m_bInitialStateUpdate;
bool m_bGuiding;
bool m_bHideGuiding; //User to override the player's wish to guide under certain circumstances
Vector m_vecNPCLaserDot;
CHandle<CLaserDot> m_hLaserDot;
CHandle<CMissile> m_hMissile;
CHandle<CSprite> m_hLaserMuzzleSprite;
CHandle<CBeam> m_hLaserBeam;
};
#endif // WEAPON_RPG_H