//========= Copyright Valve Corporation, All rights reserved. ============// // // // //============================================================================= #ifndef TF_OBJ_SPY_TRAP_H #define TF_OBJ_SPY_TRAP_H #ifdef _WIN32 #pragma once #endif #include "tf_obj.h" #ifdef STAGING_ONLY #define SPY_TRAP_MAX_HEALTH 150 // ------------------------------------------------------------------------ // // Base trap // ------------------------------------------------------------------------ // class CObjectSpyTrap : public CBaseObject { DECLARE_CLASS( CObjectSpyTrap, CBaseObject ); DECLARE_DATADESC(); public: //DECLARE_SERVERCLASS(); CObjectSpyTrap(); virtual void Spawn() OVERRIDE; virtual void Precache() OVERRIDE; virtual void SetObjectMode( int iVal ) OVERRIDE; virtual bool IsPlacementPosValid( void ) OVERRIDE; virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE; virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE; virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE; virtual void OnGoActive() OVERRIDE; virtual int GetBaseHealth( void ) OVERRIDE { return SPY_TRAP_MAX_HEALTH; } void SetTrapType( int nType ) { m_nTrapMode = nType; } int GetTrapType( void ) { return m_nTrapMode; } void SpyTrapThink(); enum AttributeType { TRAP_TRIGGER_FRIENDLY = 1<<0, // Trap triggered by friendlies (a buff) TRAP_TRIGGER_ONBUILD = 1<<1, // Trap effect happens on placement TRAP_PULSE_EFFECT = 1<<2, // Trap's effect pulses on a timer }; void SetAttribute( int attributeFlag ); bool HasAttribute( int attributeFlag ) const; private: void Activate( CBaseEntity *pTouchEntity ); void Destroy( void ); void TriggerTrapEffects( void ); // Sapper void TriggerTrap_RadiusCloak( void ); bool IsValidRadiusCloakTarget( CTFPlayer *pTarget ); // Reprogrammer void TriggerTrap_Reprogrammer( CBaseEntity *pTouchEntity ); // Magnet void TriggerTrap_Magnet( void ); int m_attributeFlags; bool m_bActive; int m_nTrapMode; float m_flNextTrapEffectTime; float m_flTrapExpireTime; float m_flNextPulseTime; }; inline void CObjectSpyTrap::SetAttribute( int attributeFlag ) { m_attributeFlags |= attributeFlag; } inline bool CObjectSpyTrap::HasAttribute( int attributeFlag ) const { return m_attributeFlags & attributeFlag ? true : false; } #endif // STAGING_ONLY #endif // TF_OBJ_SPY_TRAP_H