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73 lines
1.7 KiB
73 lines
1.7 KiB
//========= Copyright 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 HL1_ENTS_H |
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#define HL1_ENTS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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/********************** |
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Pendulum |
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/**********************/ |
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class CPendulum : public CBaseToggle |
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{ |
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DECLARE_CLASS( CPendulum, CBaseToggle ); |
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public: |
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void Spawn ( void ); |
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void KeyValue( KeyValueData *pkvd ); |
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void Swing( void ); |
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void PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void Stop( void ); |
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void Touch( CBaseEntity *pOther ); |
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void RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope |
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void Blocked( CBaseEntity *pOther ); |
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// Input handlers. |
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void InputActivate( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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float m_flAccel; // Acceleration |
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float m_flTime; |
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float m_flDamp; |
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float m_flMaxSpeed; |
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float m_flDampSpeed; |
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QAngle m_vCenter; |
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QAngle m_vStart; |
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float m_flBlockDamage; |
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EHANDLE m_hEnemy; |
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}; |
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class CHL1Gib : public CBaseEntity |
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{ |
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DECLARE_CLASS( CHL1Gib, CBaseEntity ); |
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public: |
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void Spawn( const char *szGibModel ); |
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void BounceGibTouch ( CBaseEntity *pOther ); |
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void StickyGibTouch ( CBaseEntity *pOther ); |
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void WaitTillLand( void ); |
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void LimitVelocity( void ); |
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virtual int ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; } |
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static void SpawnHeadGib( CBaseEntity *pVictim ); |
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static void SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, int human ); |
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static void SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs ); |
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int m_bloodColor; |
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int m_cBloodDecals; |
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int m_material; |
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float m_lifeTime; |
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DECLARE_DATADESC(); |
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}; |
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#endif // HL1_ENTS_H
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