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91 lines
2.6 KiB
91 lines
2.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Flare Projectile
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//
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//=============================================================================
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#ifndef TF_PROJECTILE_FLARE_H
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#define TF_PROJECTILE_FLARE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_rocket.h"
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#include "iscorer.h"
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// Base force scaler
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#define TF_FLARE_PELLET_FORCE 20.0f
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// The farther the pellet flies, the more force it does up to a max of 4X at 1 second
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#define TF_FLARE_PELLET_FORCE_DISTANCE_SCALE 3.75f
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// We need this to get the player off the ground
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#define TF_FLARE_PELLET_FORCE_UPWARD 275
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// We need this to get the heavy off the ground
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#define TF_FLARE_PELLET_FORCE_UPWARD_HEAVY 525
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class CTFProjectile_Flare : public CTFBaseRocket, public IScorer
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{
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public:
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DECLARE_CLASS( CTFProjectile_Flare, CTFBaseRocket );
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CTFProjectile_Flare();
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~CTFProjectile_Flare();
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// Creation.
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static CTFProjectile_Flare *Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
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virtual void Spawn();
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virtual void Precache();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN; }
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virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
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void Explode_Air( trace_t *pTrace, int bitsDamageType, bool bSelfOnly = false );
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void Detonate( bool bSelfOnly = false );
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virtual float GetRadius( void );
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void SendDeathNotice( void );
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float GetTimeAlive( void ) const { return gpGlobals->curtime - m_flCreationTime; }
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bool IsFromTaunt( void ) const { return m_bIsFromTaunt; }
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void ImpactThink( void );
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// Implement this if you use MOVETYPE_CUSTOM
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virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
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// IScorer interface
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virtual CBasePlayer *GetScorer( void );
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virtual CBasePlayer *GetAssistant( void ) { return NULL; }
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void SetScorer( CBaseEntity *pScorer );
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void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
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virtual int GetDamageType();
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virtual bool IsDeflectable() { return true; }
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virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
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virtual bool IsDestroyable( void ) OVERRIDE { return false; }
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float GetProjectileSpeed( void ) const;
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float GetHeatSeekPower( void ) const;
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private:
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CBaseHandle m_Scorer;
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bool m_bIsFromTaunt;
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float m_flCreationTime;
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float m_flImpactTime;
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Vector m_vecImpactNormal;
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CNetworkVar( bool, m_bCritical );
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bool m_bImpact;
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float m_flNextSeekUpdate;
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};
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#endif //TF_PROJECTILE_FLARE_H
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