//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A stationary bunker that players can take cover in. // //=============================================================================// #ifndef TF_OBJ_BUNKER_H #define TF_OBJ_BUNKER_H #ifdef _WIN32 #pragma once #endif class CObjectBunkerLadder; // ------------------------------------------------------------------------ // // Purpose: A stationary bunker that players can take cover in. // ------------------------------------------------------------------------ // class CObjectBunker : public CBaseObject { DECLARE_CLASS( CObjectBunker, CBaseObject ); public: DECLARE_SERVERCLASS(); CObjectBunker( void ); virtual void Spawn( void ); virtual void Precache( void ); virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ); virtual void UpdateOnRemove( void ); virtual void FinishedBuilding( void ); private: CHandle m_hLadder; }; //----------------------------------------------------------------------------- // Purpose: Bunker ladder //----------------------------------------------------------------------------- class CObjectBunkerLadder : public CBaseAnimating { DECLARE_CLASS( CObjectBunkerLadder, CBaseAnimating ); public: DECLARE_SERVERCLASS(); static CObjectBunkerLadder* Create( const Vector &vOrigin, const QAngle &vAngles, CBaseEntity *pParent ); CObjectBunkerLadder(); void Spawn(); void Precache(); virtual int OnTakeDamage( const CTakeDamageInfo &info ); public: EHANDLE m_hBunker; }; #endif // TF_OBJ_BUNKER_H