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154 lines
4.0 KiB
154 lines
4.0 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef DOD_BOMBTARGET_H
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#define DOD_BOMBTARGET_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseanimating.h"
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#include "dod_control_point.h"
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#define DOD_BOMB_TARGET_MODEL_ARMED "models/weapons/w_tnt.mdl"
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#define DOD_BOMB_TARGET_MODEL_TARGET "models/weapons/w_tnt_red.mdl"
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#define DOD_BOMB_TARGET_MODEL_UNAVAILABLE "models/weapons/w_tnt_grey.mdl"
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class CDODBombTarget;
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class CDODBombTargetStateInfo
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{
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public:
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BombTargetState m_iState;
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const char *m_pStateName;
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void (CDODBombTarget::*pfnEnterState)(); // Init and deinit the state.
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void (CDODBombTarget::*pfnLeaveState)();
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void (CDODBombTarget::*pfnThink)(); // Do a PreThink() in this state.
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void (CDODBombTarget::*pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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};
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struct DefusingPlayer
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{
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CHandle<CDODPlayer> m_pPlayer;
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float m_flDefuseTimeoutTime;
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float m_flDefuseCompleteTime;
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};
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class CDODBombTarget : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CDODBombTarget, CBaseAnimating );
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DECLARE_DATADESC();
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DECLARE_NETWORKCLASS();
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CDODBombTarget() {}
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virtual void Spawn( void );
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virtual void Precache( void );
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// Set these flags so players can use the bomb target ( for planting or defusing )
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virtual int ObjectCaps( void );
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// Inputs
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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// State Functions
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void State_Transition( BombTargetState newState );
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void State_Enter( BombTargetState newState );
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void State_Leave();
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void State_Think();
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void State_Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int State_Get( void ) { return m_iState; }
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CDODBombTargetStateInfo* State_LookupInfo( BombTargetState state );
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// Enter
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void State_Enter_INACTIVE( void );
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void State_Enter_ACTIVE( void );
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void State_Enter_ARMED( void );
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// Leave
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void State_Leave_Armed( void );
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// Think
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void State_Think_ARMED( void );
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// Use
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void State_Use_ACTIVE( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void State_Use_ARMED( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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float GetBombTimerLength( void );
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// Get the dod_control_point that we're linked to
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CControlPoint *GetControlPoint( void );
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bool CanPlantHere( CDODPlayer *pPlayer );
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void CompletePlanting( CDODPlayer *pPlantingPlayer );
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void DefuseBlocked( CDODPlayer *pAttacker );
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void PlantBlocked( CDODPlayer *pAttacker );
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int GetTimerAddSeconds( void ) { return m_iTimerAddSeconds; }
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int GetBombingTeam( void ) { return m_iBombingTeam; }
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DefusingPlayer *FindDefusingPlayer( CDODPlayer *pPlayer );
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void Explode( void );
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void BombDefused( CDODPlayer *pDefuser );
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void ResetDefuse( int index );
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bool CanPlayerStartDefuse( CDODPlayer *pPlayer );
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bool CanPlayerContinueDefusing( CDODPlayer *pPlayer, DefusingPlayer *pDefuseRecord );
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private:
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// Control Point we're linked to
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string_t m_iszCapPointName;
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CControlPoint *m_pControlPoint;
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// Outputs
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COutputEvent m_OnBecomeActive;
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COutputEvent m_OnBecomeInactive;
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COutputEvent m_OnBombPlanted;
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COutputEvent m_OnBombExploded;
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COutputEvent m_OnBombDisarmed;
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// state
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CNetworkVar( int, m_iState );
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CDODBombTargetStateInfo *m_pCurStateInfo;
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bool m_bStartDisabled;
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// timers for armed state
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float m_flExplodeTime;
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float m_flNextAnnounce;
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// player that planted this bomb
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CHandle<CDODPlayer> m_pPlantingPlayer;
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// The team that is allowed to plant bombs here
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CNetworkVar( int, m_iBombingTeam );
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// network the model indices of active bomb so we can change per-team
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CNetworkVar( int, m_iTargetModel );
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CNetworkVar( int, m_iUnavailableModel );
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int m_iTimerAddSeconds;
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// List of defusing players and time until completion
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CUtlVector< DefusingPlayer > m_DefusingPlayers;
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private:
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CDODBombTarget( const CDODBombTarget & );
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};
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#endif //DOD_BOMBTARGET_H
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