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86 lines
2.2 KiB
86 lines
2.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A stationary gun that players can man
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_VEHICLE_MORTAR_H
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#define TF_VEHICLE_MORTAR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_basefourwheelvehicle.h"
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#include "vphysics/vehicles.h"
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// ------------------------------------------------------------------------ //
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// A wagon that players can build one object on the back of
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// ------------------------------------------------------------------------ //
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class CVehicleMortar : public CBaseTFFourWheelVehicle
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{
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DECLARE_CLASS( CVehicleMortar, CBaseTFFourWheelVehicle );
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public:
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DECLARE_SERVERCLASS();
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static CVehicleMortar* Create(const Vector &vOrigin, const QAngle &vAngles);
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CVehicleMortar();
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virtual void Spawn();
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virtual void Precache();
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual bool CanTakeEMPDamage( void ) { return true; }
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virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args );
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// Vehicle overrides
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virtual bool IsPassengerVisible( int nRole ) { return true; }
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virtual void OnFinishedDeploy( void );
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virtual void OnFinishedUnDeploy( void );
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virtual void SetPassenger( int nRole, CBasePlayer *pEnt );
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protected:
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virtual bool CanGetInVehicle( CBaseTFPlayer *pPlayer );
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// Here's where we deal with weapons
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virtual void OnItemPostFrame( CBaseTFPlayer *pDriver );
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// Called when we are deployed.
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void ElevationThink();
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void UpdateElevation( const Vector &vecTargetVel );
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bool CalcFireInfo(
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float flFiringPower,
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float flFiringAccuracy,
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bool bRangeUpgraded,
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bool bAccuracyUpgraded,
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Vector &vStartPt,
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Vector &vecTargetVel,
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float &fallTime
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);
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bool FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded );
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private:
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void NextFireThink();
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// Start/end the attack
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void StartAttack();
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void FinishAttack();
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void AttackThink();
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int m_nBuildPoint;
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CNetworkVar( float, m_flMortarYaw );
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CNetworkVar( float, m_flMortarPitch ); // Elevation angle, recalculated periodically.
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CNetworkVar( bool, m_bAllowedToFire );
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};
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#endif // TF_VEHICLE_MORTAR_H
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