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71 lines
2.2 KiB
71 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: Portable respawn station
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_OBJ_RESPAWN_STATION_H
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#define TF_OBJ_RESPAWN_STATION_H
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class CBaseEntity;
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//-----------------------------------------------------------------------------
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// Respawn station defines
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//-----------------------------------------------------------------------------
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#define RESPAWN_STATION_MINS Vector(-60, -45, 0)
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#define RESPAWN_STATION_MAXS Vector( 60, 45, 140)
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#define RESPAWN_STATION_BUILD_MINS Vector(-60, -45, 0)
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#define RESPAWN_STATION_BUILD_MAXS Vector( 60, 40, 140)
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#define RESPAWN_EFFECT_TIME 5.0f
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#define RESPAWN_BEAM_HEIGHT 800.0f
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//-----------------------------------------------------------------------------
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// Portable respawn station
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//-----------------------------------------------------------------------------
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class CObjectRespawnStation : public CBaseObject
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{
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DECLARE_CLASS( CObjectRespawnStation, CBaseObject );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CObjectRespawnStation();
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// Gets called when someone respawns on this station
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void PerformRespawnEffect();
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static CObjectRespawnStation* Create(const Vector &vOrigin, const QAngle &vAngles);
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virtual void Precache();
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virtual void Spawn();
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virtual bool WantsCover() { return true; }
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// Object using!
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual bool CanTakeEMPDamage( void ) { return false; }
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// Map specified as the initial spawnpoint for a team
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bool IsInitialSpawnPoint( void );
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protected:
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float m_fLastRespawnTime;
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int m_iSpriteTexture;
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bool m_bIsInitialSpawnPoint;
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};
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//-----------------------------------------------------------------------------
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// Plays a respawn effect on a respawn station...
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//-----------------------------------------------------------------------------
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void PlayRespawnEffect(CBaseEntity *pRespawnStation);
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#endif // TF_OBJ_RESPAWN_STATION_H
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