//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef WEAPON_RPG_H #define WEAPON_RPG_H #ifdef _WIN32 #pragma once #endif #include "weapon_hl2mpbasehlmpcombatweapon.h" #ifdef CLIENT_DLL #include "iviewrender_beams.h" #endif #ifndef CLIENT_DLL #include "Sprite.h" #include "npcevent.h" #include "beam_shared.h" class CWeaponRPG; class CLaserDot; class RocketTrail; //########################################################################### // >> CMissile (missile launcher class is below this one!) //########################################################################### class CMissile : public CBaseCombatCharacter { DECLARE_CLASS( CMissile, CBaseCombatCharacter ); public: CMissile(); ~CMissile(); #ifdef HL1_DLL Class_T Classify( void ) { return CLASS_NONE; } #else Class_T Classify( void ) { return CLASS_MISSILE; } #endif void Spawn( void ); void Precache( void ); void MissileTouch( CBaseEntity *pOther ); void Explode( void ); void ShotDown( void ); void AccelerateThink( void ); void AugerThink( void ); void IgniteThink( void ); void SeekThink( void ); void DumbFire( void ); void SetGracePeriod( float flGracePeriod ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); void Event_Killed( const CTakeDamageInfo &info ); virtual float GetDamage() { return m_flDamage; } virtual void SetDamage(float flDamage) { m_flDamage = flDamage; } unsigned int PhysicsSolidMaskForEntity( void ) const; CHandle m_hOwner; static CMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner ); protected: virtual void DoExplosion(); virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed ); virtual int AugerHealth() { return m_iMaxHealth - 20; } // Creates the smoke trail void CreateSmokeTrail( void ); // Gets the shooting position void GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition ); CHandle m_hRocketTrail; float m_flAugerTime; // Amount of time to auger before blowing up anyway float m_flMarkDeadTime; float m_flDamage; private: float m_flGracePeriodEndsAt; DECLARE_DATADESC(); }; //----------------------------------------------------------------------------- // Laser dot control //----------------------------------------------------------------------------- CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot ); void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget ); void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable ); //----------------------------------------------------------------------------- // Specialized mizzizzile //----------------------------------------------------------------------------- class CAPCMissile : public CMissile { DECLARE_CLASS( CMissile, CMissile ); DECLARE_DATADESC(); public: static CAPCMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner ); CAPCMissile(); ~CAPCMissile(); void IgniteDelay( void ); void AugerDelay( float flDelayTime ); void ExplodeDelay( float flDelayTime ); void DisableGuiding(); #if defined( HL2_DLL ) virtual Class_T Classify ( void ) { return CLASS_COMBINE; } #endif void AimAtSpecificTarget( CBaseEntity *pTarget ); void SetGuidanceHint( const char *pHintName ); CAPCMissile *m_pNext; protected: virtual void DoExplosion(); virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed ); virtual int AugerHealth(); private: void Init(); void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition ); void BeginSeekThink(); void AugerStartThink(); void ExplodeThink(); void APCMissileTouch( CBaseEntity *pOther ); float m_flReachedTargetTime; float m_flIgnitionTime; bool m_bGuidingDisabled; float m_flLastHomingSpeed; EHANDLE m_hSpecificTarget; string_t m_strHint; }; //----------------------------------------------------------------------------- // Finds apc missiles in cone //----------------------------------------------------------------------------- CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle ); #endif //----------------------------------------------------------------------------- // RPG //----------------------------------------------------------------------------- #ifdef CLIENT_DLL #define CWeaponRPG C_WeaponRPG #endif class CWeaponRPG : public CBaseHL2MPCombatWeapon { DECLARE_CLASS( CWeaponRPG, CBaseHL2MPCombatWeapon ); public: CWeaponRPG(); ~CWeaponRPG(); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); void Precache( void ); void PrimaryAttack( void ); virtual float GetFireRate( void ) { return 1; }; void ItemPostFrame( void ); void Activate( void ); void DecrementAmmo( CBaseCombatCharacter *pOwner ); bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); bool Reload( void ); bool WeaponShouldBeLowered( void ); bool Lower( void ); bool CanHolster( void ); virtual void Drop( const Vector &vecVelocity ); int GetMinBurst() { return 1; } int GetMaxBurst() { return 1; } float GetMinRestTime() { return 4.0; } float GetMaxRestTime() { return 4.0; } void StartGuiding( void ); void StopGuiding( void ); void ToggleGuiding( void ); bool IsGuiding( void ); void NotifyRocketDied( void ); bool HasAnyAmmo( void ); void SuppressGuiding( bool state = true ); void CreateLaserPointer( void ); void UpdateLaserPosition( Vector vecMuzzlePos = vec3_origin, Vector vecEndPos = vec3_origin ); Vector GetLaserPosition( void ); // NPC RPG users cheat and directly set the laser pointer's origin void UpdateNPCLaserPosition( const Vector &vecTarget ); void SetNPCLaserPosition( const Vector &vecTarget ); const Vector &GetNPCLaserPosition( void ); #ifdef CLIENT_DLL // We need to render opaque and translucent pieces virtual RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TWOPASS; } virtual void NotifyShouldTransmit( ShouldTransmitState_t state ); virtual int DrawModel( int flags ); virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel ); virtual bool IsTranslucent( void ); void InitBeam( void ); void GetWeaponAttachment( int attachmentId, Vector &outVector, Vector *dir = NULL ); void DrawEffects( void ); // void DrawLaserDot( void ); CMaterialReference m_hSpriteMaterial; // Used for the laser glint CMaterialReference m_hBeamMaterial; // Used for the laser beam Beam_t *m_pBeam; // Laser beam temp entity #endif //CLIENT_DLL CBaseEntity *GetMissile( void ) { return m_hMissile; } #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif protected: CNetworkVar( bool, m_bInitialStateUpdate ); CNetworkVar( bool, m_bGuiding ); CNetworkVar( bool, m_bHideGuiding ); CNetworkHandle( CBaseEntity, m_hMissile ); CNetworkVar( Vector, m_vecLaserDot ); #ifndef CLIENT_DLL CHandle m_hLaserDot; #endif private: CWeaponRPG( const CWeaponRPG & ); }; #endif // WEAPON_RPG_H