Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _ASW_AOEGRENADE_PROJECTILE_H
#define _ASW_AOEGRENADE_PROJECTILE_H
#pragma once
class CSprite;
class CSpriteTrail;
class CASW_AOEGrenade_Projectile : public CBaseCombatCharacter
{
DECLARE_CLASS( CASW_AOEGrenade_Projectile, CBaseCombatCharacter );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CASW_AOEGrenade_Projectile();
virtual ~CASW_AOEGrenade_Projectile();
public:
void Spawn( void );
void Precache( void );
unsigned int PhysicsSolidMaskForEntity() const;
void AOEGrenadeTouch( CBaseEntity *pOther );
void LayFlat();
const Vector& GetEffectOrigin();
float GetDuration() { return m_flTimeBurnOut; }
void SetDuration( float fDuration ) { m_flTimeBurnOut = fDuration; }
virtual float GetDoAOEDelayTime( void ) { return 1.0f; }
protected:
CHandle<CSprite> m_pMainGlow;
CHandle<CSpriteTrail> m_pGlowTrail;
bool m_inSolid;
public:
int Restore( IRestore &restore );
virtual float GetGrenadeGravity( void ) { return 1000.0f; }
virtual float GetBurnDuration( void ) { return m_flDuration; }
virtual float GetEffectRadius( void ) { return m_flRadius.Get(); }
void AOEGrenadeThink( void );
void GiveEffectToEntitesInRadius( void );
virtual void OnBurnout( void ) {}
virtual bool ShouldTouchEntity( CBaseEntity *pEntity ) { return true; }
virtual void StartTouch( CBaseEntity *pEntity );
virtual void EndTouch( CBaseEntity *pEntity );
virtual void StartAOE( CBaseEntity *pEntity );
virtual void DoAOE( CBaseEntity *pEntity ) {}
virtual bool StopAOE( CBaseEntity *pEntity );
void AddAOETarget( CBaseEntity *pEntity );
void RemoveAOETarget( CBaseEntity *pEntity );
bool IsAOETarget( CBaseEntity *pEntity );
int m_nBounces; // how many times has this aoegrenade bounced?
CNetworkVar( float, m_flTimeBurnOut ); // when will the aoegrenade burn out?
CNetworkVar( float, m_flScale );
CNetworkVar( bool, m_bSettled );
float m_flDuration;
float m_flNextDamage;
float m_flTimePulse; // How often does the buff pulse?
float m_flLastDoAOE;
CNetworkVar( float, m_flRadius );
bool m_bFading;
CHandle< EHANDLE > m_hFiringWeapon;
CUtlVector< EHANDLE > m_hAOETargets;
virtual void DrawDebugGeometryOverlays(); // visualise the autoaim radius
private:
EHANDLE m_hTouchTrigger;
// Entities currently being touched by this trigger
CUtlVector< EHANDLE > m_hTouchingEntities;
};
#endif // _ASW_AOEGRENADE_PROJECTILE_H