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89 lines
2.3 KiB
89 lines
2.3 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef TF_OBJ_SPY_TRAP_H
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#define TF_OBJ_SPY_TRAP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_obj.h"
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#ifdef STAGING_ONLY
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#define SPY_TRAP_MAX_HEALTH 150
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// ------------------------------------------------------------------------ //
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// Base trap
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// ------------------------------------------------------------------------ //
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class CObjectSpyTrap : public CBaseObject
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{
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DECLARE_CLASS( CObjectSpyTrap, CBaseObject );
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DECLARE_DATADESC();
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public:
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//DECLARE_SERVERCLASS();
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CObjectSpyTrap();
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virtual void Spawn() OVERRIDE;
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virtual void Precache() OVERRIDE;
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virtual void SetObjectMode( int iVal ) OVERRIDE;
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virtual bool IsPlacementPosValid( void ) OVERRIDE;
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virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE;
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virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE;
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE;
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virtual void OnGoActive() OVERRIDE;
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virtual int GetBaseHealth( void ) OVERRIDE { return SPY_TRAP_MAX_HEALTH; }
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void SetTrapType( int nType ) { m_nTrapMode = nType; }
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int GetTrapType( void ) { return m_nTrapMode; }
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void SpyTrapThink();
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enum AttributeType
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{
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TRAP_TRIGGER_FRIENDLY = 1<<0, // Trap triggered by friendlies (a buff)
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TRAP_TRIGGER_ONBUILD = 1<<1, // Trap effect happens on placement
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TRAP_PULSE_EFFECT = 1<<2, // Trap's effect pulses on a timer
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};
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void SetAttribute( int attributeFlag );
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bool HasAttribute( int attributeFlag ) const;
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private:
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void Activate( CBaseEntity *pTouchEntity );
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void Destroy( void );
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void TriggerTrapEffects( void );
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// Sapper
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void TriggerTrap_RadiusCloak( void );
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bool IsValidRadiusCloakTarget( CTFPlayer *pTarget );
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// Reprogrammer
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void TriggerTrap_Reprogrammer( CBaseEntity *pTouchEntity );
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// Magnet
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void TriggerTrap_Magnet( void );
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int m_attributeFlags;
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bool m_bActive;
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int m_nTrapMode;
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float m_flNextTrapEffectTime;
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float m_flTrapExpireTime;
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float m_flNextPulseTime;
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};
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inline void CObjectSpyTrap::SetAttribute( int attributeFlag )
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{
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m_attributeFlags |= attributeFlag;
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}
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inline bool CObjectSpyTrap::HasAttribute( int attributeFlag ) const
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{
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return m_attributeFlags & attributeFlag ? true : false;
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}
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#endif // STAGING_ONLY
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#endif // TF_OBJ_SPY_TRAP_H
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