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70 lines
2.2 KiB
70 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Portable respawn station |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef TF_OBJ_RESPAWN_STATION_H |
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#define TF_OBJ_RESPAWN_STATION_H |
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//----------------------------------------------------------------------------- |
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// forward declarations |
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//----------------------------------------------------------------------------- |
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class CBaseEntity; |
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//----------------------------------------------------------------------------- |
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// Respawn station defines |
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//----------------------------------------------------------------------------- |
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#define RESPAWN_STATION_MINS Vector(-60, -45, 0) |
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#define RESPAWN_STATION_MAXS Vector( 60, 45, 140) |
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#define RESPAWN_STATION_BUILD_MINS Vector(-60, -45, 0) |
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#define RESPAWN_STATION_BUILD_MAXS Vector( 60, 40, 140) |
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#define RESPAWN_EFFECT_TIME 5.0f |
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#define RESPAWN_BEAM_HEIGHT 800.0f |
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//----------------------------------------------------------------------------- |
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// Portable respawn station |
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//----------------------------------------------------------------------------- |
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class CObjectRespawnStation : public CBaseObject |
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{ |
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DECLARE_CLASS( CObjectRespawnStation, CBaseObject ); |
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public: |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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CObjectRespawnStation(); |
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// Gets called when someone respawns on this station |
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void PerformRespawnEffect(); |
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static CObjectRespawnStation* Create(const Vector &vOrigin, const QAngle &vAngles); |
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virtual void Precache(); |
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virtual void Spawn(); |
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virtual bool WantsCover() { return true; } |
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// Object using! |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual bool CanTakeEMPDamage( void ) { return false; } |
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// Map specified as the initial spawnpoint for a team |
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bool IsInitialSpawnPoint( void ); |
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protected: |
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float m_fLastRespawnTime; |
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int m_iSpriteTexture; |
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bool m_bIsInitialSpawnPoint; |
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}; |
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//----------------------------------------------------------------------------- |
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// Plays a respawn effect on a respawn station... |
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//----------------------------------------------------------------------------- |
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void PlayRespawnEffect(CBaseEntity *pRespawnStation); |
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#endif // TF_OBJ_RESPAWN_STATION_H
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