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67 lines
2.1 KiB
67 lines
2.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef TF_OBJ_MORTAR_H |
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#define TF_OBJ_MORTAR_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_obj.h" |
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#include "utllinkedlist.h" |
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#define MAX_DEPLOYED_MORTARS 1 |
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class CWeaponMortar; |
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// ------------------------------------------------------------------------ // |
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// Mortar object that's built by the player |
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// ------------------------------------------------------------------------ // |
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class CObjectMortar : public CBaseObject |
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{ |
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DECLARE_CLASS( CObjectMortar, CBaseObject ); |
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public: |
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static CObjectMortar* Create(const Vector &vOrigin, const QAngle &vAngles, int team); |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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CObjectMortar(); |
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virtual int ObjectCaps( void ) { return FCAP_IMPULSE_USE; }; |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual void Spawn(); |
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virtual void Precache(); |
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ); |
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// Firing called by the mortar "weapon" |
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bool FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded ); |
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// Salvo reloading |
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void StartReloading( void ); |
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void ReloadingThink( void ); |
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bool IsReloading( void ) { return (m_iSalvoLeft <= 0); }; |
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float LastBlastTime() { return m_flLastBlastTime; } |
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void SetBlastTime( float time ) { m_flLastBlastTime = time; } |
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const Vector &LastBlastPosition() { return m_vLastBlastPos; } |
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void SetBlastPosition( const Vector &pos ) { m_vLastBlastPos = pos; } |
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private: |
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CNetworkVar( int, m_iRoundType ); |
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CNetworkArray( int, m_iMortarRounds, MA_LASTAMMOTYPE ); |
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int m_iSalvoLeft; // Decremented every shot. Once depleted, the mortar must reload. |
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// Stored for the global mortar list for anti-mortar orders. |
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unsigned short m_MortarListIndex; |
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Vector m_vLastBlastPos; |
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double m_flLastBlastTime; // -1 if no shots have hit anything yet. |
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}; |
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#endif // TF_OBJ_MORTAR_H
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