Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Base Rockets.
//
//=============================================================================//
#ifndef TF_WEAPONBASE_ROCKET_H
#define TF_WEAPONBASE_ROCKET_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "tf_shareddefs.h"
#include "baseprojectile.h"
// Server specific.
#ifdef GAME_DLL
#include "smoke_trail.h"
#endif
#ifdef CLIENT_DLL
#define CTFBaseRocket C_TFBaseRocket
#endif
#define TF_ROCKET_RADIUS_FOR_RJS (110.0f * 1.1f) // radius * TF scale up factor (121) - Used when applying damage to attacker.
#define TF_ROCKET_RADIUS (146) // Radius used when applying damage to others
#define TF_FLARE_DET_RADIUS (110) // Special version of the flare that can be detonated by the player
#define TF_FLARE_RADIUS_FOR_FJS (100.0f)
#define TF_ROCKET_DESTROYABLE_TIMER (0.25)
//=============================================================================
//
// TF Base Rocket.
//
class CTFBaseRocket : public CBaseProjectile
{
//=============================================================================
//
// Shared (client/server).
//
public:
DECLARE_CLASS( CTFBaseRocket, CBaseProjectile );
DECLARE_NETWORKCLASS();
CTFBaseRocket();
~CTFBaseRocket();
void Precache( void );
void Spawn( void );
virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETLAUNCHER; }
virtual int GetCustomDamageType() const { return TF_DMG_CUSTOM_NONE; }
virtual void IncrementDeflected( void ) { m_iDeflected++; }
void ResetDeflected( void ) { m_iDeflected = 0; }
int GetDeflected( void ) { return m_iDeflected; }
protected:
// Networked.
CNetworkVector( m_vInitialVelocity );
CNetworkVar( int, m_iDeflected );
//=============================================================================
//
// Client specific.
//
#ifdef CLIENT_DLL
public:
virtual int DrawModel( int flags );
virtual void PostDataUpdate( DataUpdateType_t type );
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void CreateTrails( void ) { }
CBaseEntity *GetLauncher( void ) { return m_hLauncher; }
protected:
float m_flSpawnTime;
int m_iCachedDeflect;
CNetworkHandle( CBaseEntity, m_hLauncher );
//=============================================================================
//
// Server specific.
//
#else
public:
DECLARE_DATADESC();
static CTFBaseRocket *Create( CBaseEntity *pLauncher, const char *szClassname, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL );
virtual void RocketTouch( CBaseEntity *pOther );
virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
void CheckForStunOnImpact( CTFPlayer* pTarget );
int GetStunLevel( void );
virtual bool ShouldNotDetonate( void );
virtual void Destroy( bool bBlinkOut = true, bool bBreakRocket = false ) OVERRIDE;
virtual float GetDamage() { return m_flDamage; }
virtual int GetDamageType() { return g_aWeaponDamageTypes[ GetWeaponID() ]; }
virtual int GetDamageCustom() { return TF_DMG_CUSTOM_NONE; }
virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
#ifdef STAGING_ONLY
void DrawRadius( float flRadius );
#endif
virtual float GetRadius();
virtual void SetDamageForceScale( float flScale ) { m_flDamageForceScale = flScale; }
virtual float GetDamageForceScale() { return m_flDamageForceScale; }
unsigned int PhysicsSolidMaskForEntity( void ) const;
void SetupInitialTransmittedGrenadeVelocity( const Vector &velocity ) { m_vInitialVelocity = velocity; }
virtual CBaseEntity *GetEnemy( void ) { return m_hEnemy; }
void SetHomingTarget( CBaseEntity *pHomingTarget );
virtual void SetLauncher( CBaseEntity *pLauncher ) OVERRIDE { m_hLauncher = pLauncher; BaseClass::SetLauncher( pLauncher ); }
CBaseEntity *GetLauncher( void ) { return m_hLauncher; }
virtual bool IsDestroyable( void ){ return gpGlobals->curtime > m_flDestroyableTime; }
CBaseEntity *GetOwnerPlayer( void ) const;
protected:
// Not networked.
float m_flDamage;
CNetworkHandle( CBaseEntity, m_hLauncher );
float m_flDestroyableTime;
bool m_bCritical;
bool m_bStunOnImpact;
float m_flDamageForceScale;
CHandle<CBaseEntity> m_hEnemy;
#endif
};
#endif // TF_WEAPONBASE_ROCKET_H