//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef FUNC_BREAKABLESURF_H #define FUNC_BREAKABLESURF_H #ifdef _WIN32 #pragma once #endif #define MAX_NUM_PANELS 16 //Must match client #include "func_break.h" //############################################################################# // > CWindowPane // // A piece that falls out of the window //############################################################################# class CWindowPane : public CBaseAnimating { public: DECLARE_CLASS( CWindowPane, CBaseAnimating ); static CWindowPane* CreateWindowPane( const Vector &vecOrigin, const QAngle &vecAngles ); void Spawn( void ); void Precache( void ); void PaneTouch( CBaseEntity *pOther ); void Die( void ); DECLARE_DATADESC(); }; //############################################################################# // > CBreakableSurface // // A breakable surface //############################################################################# class CBreakableSurface : public CBreakable { DECLARE_CLASS( CBreakableSurface, CBreakable ); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); public: CNetworkVar( int, m_nNumWide ); CNetworkVar( int, m_nNumHigh ); CNetworkVar( float, m_flPanelWidth ); CNetworkVar( float, m_flPanelHeight ); CNetworkVector( m_vNormal ); CNetworkVector( m_vCorner ); CNetworkVar( bool, m_bIsBroken ); CNetworkVar( ShatterSurface_t, m_nSurfaceType ); int m_nNumBrokenPanes; float m_flSupport[MAX_NUM_PANELS][MAX_NUM_PANELS]; //UNDONE: allocate dynamically? int m_nFragility; Vector m_vLLVertex; Vector m_vULVertex; Vector m_vLRVertex; Vector m_vURVertex; int m_nQuadError; void SurfaceTouch( CBaseEntity *pOther ); void PanePos(const Vector &vPos, float *flWidth, float *flHeight); bool IsBroken(int nWidth, int nHeight); void SetSupport(int w, int h, float support); float GetSupport(int nWidth, int nHeight); float RecalcSupport(int nWidth, int nHeight); void BreakPane(int nWidth, int nHeight); void DropPane(int nWidth, int nHeight); bool ShatterPane(int nWidth, int nHeight, const Vector &force, const Vector &vForcePos); void BreakAllPanes(void); void CreateShards(const Vector &vBreakPos, const QAngle &vAngles, const Vector &vForce, const Vector &vForcePos, float flWidth, float flHeight, int nShardSize); void Spawn(void); void Precache(void); void Die( CBaseEntity *pBreaker, const Vector &vAttackDir ); void BreakThink(void); void Event_Killed( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); int OnTakeDamage( const CTakeDamageInfo &info ); void InputShatter( inputdata_t &inputdata ); void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); private: // One bit per pane CNetworkArray( bool, m_RawPanelBitVec, MAX_NUM_PANELS * MAX_NUM_PANELS ); }; #endif // FUNC_BREAKABLESURF_H