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58 lines
1.2 KiB
58 lines
1.2 KiB
#ifndef _INCLUDED_ASW_BROADCAST_CAMERA_H |
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#define _INCLUDED_ASW_BROADCAST_CAMERA_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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// like a normal CTriggerCamera, but changes the view of all players connected |
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class CASW_Broadcast_Camera : public CBaseEntity |
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{ |
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public: |
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DECLARE_CLASS( CASW_Broadcast_Camera, CBaseEntity ); |
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void Spawn( void ); |
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bool KeyValue( const char *szKeyName, const char *szValue ); |
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void Enable( void ); |
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void Disable( void ); |
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void FollowTarget( void ); |
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void Move(void); |
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// asw |
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void UpdateAllPlayers(); |
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void RestoreAllPlayerViews(); |
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// Always transmit to clients so they know where to move the view to |
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virtual int UpdateTransmitState(); |
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DECLARE_DATADESC(); |
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// Input handlers |
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void InputEnable( inputdata_t &inputdata ); |
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void InputDisable( inputdata_t &inputdata ); |
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private: |
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EHANDLE m_hTarget; |
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CBaseEntity *m_pPath; |
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string_t m_sPath; |
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float m_flWait; |
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float m_flReturnTime; |
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float m_flStopTime; |
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float m_moveDistance; |
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float m_targetSpeed; |
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float m_initialSpeed; |
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float m_acceleration; |
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float m_deceleration; |
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int m_state; |
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Vector m_vecMoveDir; |
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string_t m_iszTargetAttachment; |
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int m_iAttachmentIndex; |
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bool m_bSnapToGoal; |
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Vector m_vecLastPos; |
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private: |
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COutputEvent m_OnEndFollow; |
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}; |
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#endif //_INCLUDED_ASW_BROADCAST_CAMERA_H
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