Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_BLOODHOUND_H
#define _INCLUDED_ASW_BLOODHOUND_H
#ifdef _WIN32
#pragma once
#endif
class CDropshipRope;
class CASW_Marine;
#define ASW_MAX_DROP_MARINES 4
class CASW_Bloodhound : public CBaseAnimating
{
public:
DECLARE_CLASS( CASW_Bloodhound, CBaseAnimating );
DECLARE_DATADESC();
CASW_Bloodhound();
virtual ~CASW_Bloodhound();
virtual void Spawn();
virtual void Precache();
// starting the ship on its way
void StartDropshipSequence();
// thinking
virtual void BloodhoundThink();
virtual void SleepThink();
float m_fLastThinkTime;
// movement
bool PerformMovement(float deltatime);
void SetDestinationPoint();
void CheckReachedDestination();
Vector& GetRandomDestinationOffset();
EHANDLE m_hDestination;
Vector m_vecDestination;
Vector m_vecCurrentVelocity;
Vector m_vecRandomDestinationOffset;
float m_fNextRandomDestTime;
// swaying our position
float m_fSwayTime[3];
Vector m_vecCurrentSway;
void UpdateSwayOffset(float delta);
// state
void SetState(int iNewState);
int GetState() { return m_iState; }
int m_iState;
// resetting
void ResetDropship();
Vector m_vecStartingPosition;
// dropping marines
void DropMarine(int i);
void MarineLanded(CASW_Marine *pMarine);
virtual void StopLoopingSounds();
void StartEngineSound();
//CSoundPatch *m_pEngineSound;
// our rope
CHandle<CDropshipRope> m_hDropshipRope;
float m_fNextMarineDropTime;
CHandle<CASW_Marine> m_hMarines[ASW_MAX_DROP_MARINES];
int m_iMarinesDropped;
bool m_bPlayedInPositionLine;
};
enum ASW_Bloodhound
{
ASW_BLOODHOUND_NONE = 0,
ASW_BLOODHOUND_DESCENDING,
ASW_BLOODHOUND_MOVING_TO_DROP_POSITION,
ASW_BLOODHOUND_UNLOADING,
};
class CASWRopeAnchor : public CPointEntity
{
DECLARE_CLASS( CASWRopeAnchor, CPointEntity );
public:
void Spawn( void );
void FallThink( void );
void RemoveThink( void );
EHANDLE m_hRope;
DECLARE_DATADESC();
};
#endif // _INCLUDED_ASW_BLOODHOUND_H