You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
68 lines
2.1 KiB
68 lines
2.1 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef TF_OBJ_MORTAR_H
|
||
|
#define TF_OBJ_MORTAR_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "tf_obj.h"
|
||
|
#include "utllinkedlist.h"
|
||
|
|
||
|
#define MAX_DEPLOYED_MORTARS 1
|
||
|
|
||
|
class CWeaponMortar;
|
||
|
|
||
|
// ------------------------------------------------------------------------ //
|
||
|
// Mortar object that's built by the player
|
||
|
// ------------------------------------------------------------------------ //
|
||
|
class CObjectMortar : public CBaseObject
|
||
|
{
|
||
|
DECLARE_CLASS( CObjectMortar, CBaseObject );
|
||
|
public:
|
||
|
static CObjectMortar* Create(const Vector &vOrigin, const QAngle &vAngles, int team);
|
||
|
|
||
|
DECLARE_SERVERCLASS();
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
CObjectMortar();
|
||
|
|
||
|
virtual int ObjectCaps( void ) { return FCAP_IMPULSE_USE; };
|
||
|
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
virtual void Spawn();
|
||
|
virtual void Precache();
|
||
|
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
|
||
|
|
||
|
// Firing called by the mortar "weapon"
|
||
|
bool FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded );
|
||
|
|
||
|
// Salvo reloading
|
||
|
void StartReloading( void );
|
||
|
void ReloadingThink( void );
|
||
|
bool IsReloading( void ) { return (m_iSalvoLeft <= 0); };
|
||
|
|
||
|
float LastBlastTime() { return m_flLastBlastTime; }
|
||
|
void SetBlastTime( float time ) { m_flLastBlastTime = time; }
|
||
|
|
||
|
const Vector &LastBlastPosition() { return m_vLastBlastPos; }
|
||
|
void SetBlastPosition( const Vector &pos ) { m_vLastBlastPos = pos; }
|
||
|
|
||
|
private:
|
||
|
CNetworkVar( int, m_iRoundType );
|
||
|
CNetworkArray( int, m_iMortarRounds, MA_LASTAMMOTYPE );
|
||
|
|
||
|
int m_iSalvoLeft; // Decremented every shot. Once depleted, the mortar must reload.
|
||
|
|
||
|
// Stored for the global mortar list for anti-mortar orders.
|
||
|
unsigned short m_MortarListIndex;
|
||
|
Vector m_vLastBlastPos;
|
||
|
double m_flLastBlastTime; // -1 if no shots have hit anything yet.
|
||
|
};
|
||
|
|
||
|
#endif // TF_OBJ_MORTAR_H
|