//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// //--------------------------------------------------------- // Helicopter flags //--------------------------------------------------------- enum HelicopterFlags_t { BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming BITS_HELICOPTER_MISSILE_ON = 0x00000002, // Missile turrets are on and aiming }; //--------------------------------------------------------- //--------------------------------------------------------- #define SF_NOWRECKAGE 0x08 #define SF_NOROTORWASH 0x20 #define SF_AWAITINPUT 0x40 //--------------------------------------------------------- //--------------------------------------------------------- #define BASECHOPPER_MAX_SPEED 400.0f #define BASECHOPPER_MAX_FIRING_SPEED 250.0f #define BASECHOPPER_MIN_ROCKET_DIST 1000.0f #define BASECHOPPER_MAX_GUN_DIST 2000.0f //========================================================= //========================================================= class CBaseHelicopter : public CAI_BaseNPC { public: DECLARE_CLASS( CBaseHelicopter, CAI_BaseNPC ); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); void Spawn( void ); void Precache( void ); void Event_Killed( const CTakeDamageInfo &info ); void StopLoopingSounds(); int BloodColor( void ) { return DONT_BLEED; } void GibMonster( void ); Class_T Classify ( void ) { return CLASS_HUMAN_MILITARY; } void CallDyingThink( void ) { DyingThink(); } bool HasEnemy( void ) { return GetEnemy() != NULL; } void CheckEnemy( CBaseEntity *pEnemy ); virtual bool ChooseEnemy( void ); virtual void HelicopterThink( void ); virtual void HelicopterPostThink( void ) { }; virtual void FlyTouch( CBaseEntity *pOther ); virtual void CrashTouch( CBaseEntity *pOther ); virtual void DyingThink( void ); virtual void Startup( void ); virtual void NullThink( void ); virtual void Flight( void ); virtual void ShowDamage( void ) {}; virtual void FlyPathCorners( void ); void UpdatePlayerDopplerShift( void ); virtual void Hunt( void ); virtual bool IsCrashing( void ) { return m_lifeState != LIFE_ALIVE; } virtual float GetAcceleration( void ) { return 5; } virtual bool HasReachedTarget( void ); virtual void OnReachedTarget( CBaseEntity *pTarget ) {}; virtual void ApplySidewaysDrag( const Vector &vecRight ); virtual void ApplyGeneralDrag( void ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); virtual bool FireGun( void ); virtual float GetRotorVolume( void ) { return 1.0; } virtual void InitializeRotorSound( void ); virtual void UpdateRotorSoundPitch( int iPitch ); virtual void AimRocketGun(void) {}; virtual void FireRocket( Vector vLaunchPos, Vector vLaunchDir ) {}; void DrawDebugGeometryOverlays(void); CSoundPatch *m_pRotorSound; float m_flForce; int m_fHelicopterFlags; Vector m_vecDesiredFaceDir; Vector m_vecDesiredPosition; Vector m_vecGoalOrientation; // orientation of the goal entity. float m_flLastSeen; float m_flPrevSeen; int m_iSoundState; // don't save this Vector m_vecTarget; Vector m_vecTargetPosition; float m_flMaxSpeed; // Maximum speed of the helicopter. float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing guns. float m_flGoalSpeed; // Goal speed float m_flInitialSpeed; float m_angleVelocity; void ChangePathCorner( const char *pszName ); // Inputs void InputChangePathCorner( inputdata_t &inputdata ); void InputActivate( inputdata_t &inputdata ); // Outputs COutputEvent m_AtTarget; // Fired when pathcorner has been reached COutputEvent m_LeaveTarget; // Fired when pathcorner is left float m_flNextCrashExplosion; };