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 ENV_METEOR_H
#define ENV_METEOR_H
#pragma once
#include "BaseEntity.h"
#include "BaseAnimating.h"
#include "Env_Meteor_Shared.h"
#include "utlvector.h"
//=============================================================================
//
// Server-side Meteor Factory Class
//
class CMeteorFactory : public IMeteorFactory
{
public:
void CreateMeteor( int nID, int iType, const Vector &vecPosition,
const Vector &vecDirection, float flSpeed, float flStartTime,
float flDamageRadius,
const Vector &vecTriggerMins, const Vector &vecTriggerMaxs );
};
//=============================================================================
//
// Meteor Spawner Class
//
class CEnvMeteorSpawner : public CBaseEntity
{
public:
DECLARE_CLASS( CEnvMeteorSpawner, CBaseEntity );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CEnvMeteorSpawner();
void Spawn( void );
void Precache( void );
void MeteorSpawnerThink( void );
int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK ); }
int ShouldTransmit( const CCheckTransmitInfo *pInfo );
void Activate( void );
private:
// Inputs
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void Get3DSkyboxWorldBounds( Vector &vecTriggerMins, Vector &vecTriggerMaxs );
CMeteorFactory m_Factory;
CNetworkVarEmbedded( CEnvMeteorSpawnerShared, m_SpawnerShared );
CNetworkVar( bool, m_fDisabled ); // Spawner active (trigger). NOTE: uses an f to remain consistent
// with entity input system
};
//=============================================================================
//
// Meteor Target Class
//
class CEnvMeteorTarget : public CBaseEntity
{
public:
DECLARE_CLASS( CEnvMeteorTarget, CBaseEntity );
DECLARE_DATADESC();
CEnvMeteorTarget();
void Spawn( void );
int m_iTargetID;
float m_flRadius;
};
//=============================================================================
//
// Meteor Class
//
class CEnvMeteor : public CBaseAnimating
{
DECLARE_CLASS( CEnvMeteor, CBaseAnimating );
public:
DECLARE_DATADESC();
//-------------------------------------------------------------------------
// Initialization
//-------------------------------------------------------------------------
CEnvMeteor();
static CEnvMeteor *Create( int nID, int iMeteorType, const Vector &vecOrigin,
const Vector &vecDirection, float flSpeed, float flStartTime,
float flDamageRadius,
const Vector &vecTriggerMins, const Vector &vecTriggerMaxs );
void Spawn( void );
//-------------------------------------------------------------------------
// Think(s)
//-------------------------------------------------------------------------
void MeteorSkyboxThink( void );
void MeteorWorldThink( void );
private:
CEnvMeteorShared m_Meteor;
bool m_bPrevInSkybox;
Vector m_vecMin, m_vecMax;
};
//=============================================================================
//
// Shooting Star Spawner Class
//
class CShootingStarSpawner : public CBaseEntity
{
DECLARE_CLASS( CShootingStarSpawner, CBaseEntity );
public:
CShootingStarSpawner();
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK ); }
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
public:
CNetworkVar( float, m_flSpawnInterval ); // How often do I spawn shooting stars?
bool m_bSkybox; // Is the spawner in the skybox?
};
#endif // ENV_METEOR_H