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76 lines
2.6 KiB
76 lines
2.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Map entity that allows players to build objects on it |
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// |
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//=============================================================================// |
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#ifndef INFO_BUILDPOINT_H |
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#define INFO_BUILDPOINT_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ihasbuildpoints.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Map entity that allows players to build objects on it |
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//----------------------------------------------------------------------------- |
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class CInfoBuildPoint : public CBaseEntity, public IHasBuildPoints |
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{ |
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DECLARE_CLASS( CInfoBuildPoint, CBaseEntity ); |
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public: |
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DECLARE_DATADESC(); |
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void Spawn( void ); |
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void UpdateOnRemove( void ); |
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// IHasBuildPoints |
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public: |
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// Tell me how many build points you have |
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virtual int GetNumBuildPoints( void ) const; |
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// Give me the origin & angles of the specified build point |
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ); |
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const; |
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// Can I build the specified object on the specified build point? |
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ); |
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// I've finished building the specified object on the specified build point |
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ); |
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// Get the number of objects build on this entity |
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virtual int GetNumObjectsOnMe( void ); |
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// Get the first object that's built on me |
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virtual CBaseEntity *GetFirstObjectOnMe( void ); |
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// Get the first object of type, return NULL if no such type available |
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType ); |
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// Remove all objects built on me |
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virtual void RemoveAllObjects( void ); |
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// Return the maximum distance that this entity's build points can be snapped to |
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virtual float GetMaxSnapDistance( int iPoint ); |
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// Return true if it's possible that build points on this entity may move in local space (i.e. due to animation) |
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virtual bool ShouldCheckForMovement( void ); |
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// I've finished building the specified object on the specified build point |
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject ); |
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// Returns an exit point for a vehicle built on a build point... |
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virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles ); |
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private: |
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string_t m_iszAllowedObject; |
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int m_iAllowedObjectType; |
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CHandle<CBaseObject> m_hObjectBuiltOnMe; |
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}; |
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extern CUtlVector<CInfoBuildPoint*> g_MapDefinedBuildPoints; |
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#endif // INFO_BUILDPOINT_H
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