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77 lines
2.6 KiB
77 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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// Purpose: Map entity that allows players to build objects on it
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//
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//=============================================================================//
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#ifndef INFO_BUILDPOINT_H
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#define INFO_BUILDPOINT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ihasbuildpoints.h"
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//-----------------------------------------------------------------------------
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// Purpose: Map entity that allows players to build objects on it
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//-----------------------------------------------------------------------------
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class CInfoBuildPoint : public CBaseEntity, public IHasBuildPoints
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{
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DECLARE_CLASS( CInfoBuildPoint, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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void UpdateOnRemove( void );
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// IHasBuildPoints
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public:
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// Tell me how many build points you have
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virtual int GetNumBuildPoints( void ) const;
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// Give me the origin & angles of the specified build point
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
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// Can I build the specified object on the specified build point?
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
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// I've finished building the specified object on the specified build point
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
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// Get the number of objects build on this entity
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virtual int GetNumObjectsOnMe( void );
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// Get the first object that's built on me
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virtual CBaseEntity *GetFirstObjectOnMe( void );
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// Get the first object of type, return NULL if no such type available
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
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// Remove all objects built on me
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virtual void RemoveAllObjects( void );
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// Return the maximum distance that this entity's build points can be snapped to
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virtual float GetMaxSnapDistance( int iPoint );
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// Return true if it's possible that build points on this entity may move in local space (i.e. due to animation)
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virtual bool ShouldCheckForMovement( void );
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// I've finished building the specified object on the specified build point
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
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// Returns an exit point for a vehicle built on a build point...
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virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles );
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private:
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string_t m_iszAllowedObject;
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int m_iAllowedObjectType;
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CHandle<CBaseObject> m_hObjectBuiltOnMe;
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};
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extern CUtlVector<CInfoBuildPoint*> g_MapDefinedBuildPoints;
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#endif // INFO_BUILDPOINT_H
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