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