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85 lines
2.2 KiB
85 lines
2.2 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#ifndef ENTITYFLAME_H |
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#define ENTITYFLAME_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ai_planesolver.h" |
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#define FLAME_DAMAGE_INTERVAL 0.2f // How often to deal damage. |
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#define FLAME_DIRECT_DAMAGE_PER_SEC 5.0f |
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#define FLAME_RADIUS_DAMAGE_PER_SEC 4.0f |
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#define FLAME_DIRECT_DAMAGE ( FLAME_DIRECT_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL ) |
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#define FLAME_RADIUS_DAMAGE ( FLAME_RADIUS_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL ) |
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#define FLAME_MAX_LIFETIME_ON_DEAD_NPCS 10.0f |
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class CAI_Link; |
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class CEntityFlame : public CBaseEntity |
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{ |
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DECLARE_SERVERCLASS(); |
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DECLARE_CLASS( CEntityFlame, CBaseEntity ); |
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DECLARE_DATADESC(); |
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public: |
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static CEntityFlame *Create( CBaseEntity *pTarget, float flLifetime, float flSize = 0.0f, bool bUseHitboxes = true ); |
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CEntityFlame( void ); |
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void AttachToEntity( CBaseEntity *pTarget ); |
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void SetLifetime( float lifetime ); |
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void SetUseHitboxes( bool use ); |
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void SetNumHitboxFires( int iNumHitBoxFires ); |
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void SetHitboxFireScale( float flHitboxFireScale ); |
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float GetRemainingLife( void ) const; |
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int GetNumHitboxFires( void ); |
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float GetHitboxFireScale( void ); |
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virtual void Precache(); |
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virtual void UpdateOnRemove(); |
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virtual void Spawn(); |
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virtual void Activate(); |
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void UseCheapEffect( bool bCheap ); |
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void SetSize( float size ) { m_flSize = size; } |
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void SetAttacker( CBaseEntity *pAttacker ) { m_hAttacker = pAttacker; } |
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CBaseEntity *GetAttacker( void ) const; |
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protected: |
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void FlameThink( void ); |
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CNetworkHandle( CBaseEntity, m_hEntAttached ); // The entity that we are burning (attached to). |
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CNetworkVar( bool, m_bCheapEffect ); |
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CNetworkVar( float, m_flSize ); |
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CNetworkVar( bool, m_bUseHitboxes ); |
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CNetworkVar( int, m_iNumHitboxFires ); |
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CNetworkVar( float, m_flHitboxFireScale ); |
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CNetworkVar( float, m_flLifetime ); |
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string_t m_iszPlayingSound; // Track the sound so we can StopSound later |
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EHANDLE m_hAttacker; |
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int m_iDangerSound; |
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bool m_bPlayingSound; |
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CUtlVector< CAI_Link * > m_DangerLinks; |
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Obstacle_t m_hObstacle; |
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}; |
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#endif // ENTITYFLAME_H
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