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109 lines
2.7 KiB
109 lines
2.7 KiB
//========= Copyright © 1996-2005, 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 ASW_TESLATRAP_H |
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#define ASW_TESLATRAP_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "Color.h" |
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#include "asw_prop_physics.h" |
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#include "asw_shareddefs.h" |
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class CSoundPatch; |
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class CASW_Marine; |
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//--------------------------------------------------------- |
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//--------------------------------------------------------- |
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#define ASW_TESLATRAP_HOOK_RANGE 64 |
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class CASW_TeslaTrap : public CBaseCombatCharacter |
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{ |
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DECLARE_CLASS( CASW_TeslaTrap, CBaseCombatCharacter ); |
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public: |
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DECLARE_SERVERCLASS(); |
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CASW_TeslaTrap(); |
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virtual ~CASW_TeslaTrap(); |
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void Precache(); |
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void Spawn(); |
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void OnRestore(); |
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void SetTrapState( int iState ); |
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int GetTrapState() { return m_iTrapState; } |
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int DrawDebugTextOverlays(); |
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void LayFlat( void ); |
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void TeslaTouch( CBaseEntity *pOther ); |
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void TeslaSettleThink( void ); |
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void TeslaChargeThink( void ); |
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void TeslaSearchThink( void ); |
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bool ZapTarget( CBaseEntity *pEntity ); |
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void RunAnimation ( void ); |
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virtual void ReachedEndOfSequence( void ); |
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//bool IsCharged() { return m_bCharged; } |
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//void SetCharged( bool bSetCharged ); |
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float FindNearestNPC(); |
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void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); } |
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//int OnTakeDamage( const CTakeDamageInfo &info ); |
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bool IsFriend( CBaseEntity *pEntity ); |
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void SetRadius( float flRadius ) { m_flRadius = flRadius; } |
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void SetDamage( float flDamage ) { m_flDamage = flDamage; } |
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void SetNextFullChargeTime( float flNextFullChargeTime ) { m_flNextFullChargeTime = flNextFullChargeTime; } |
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bool IsPlayerPlaced() { return m_bPlacedByPlayer; } |
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static CASW_TeslaTrap* Tesla_Trap_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon ); |
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EHANDLE m_hCreatorWeapon; |
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Class_T m_CreatorWeaponClass; |
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CHandle<CASW_Marine> m_hMarineDeployer; |
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DECLARE_DATADESC(); |
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// Classification |
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_TESLA_TRAP_PROJECTILE; } |
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private: |
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//bool m_bCharged; |
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EHANDLE m_hNearestNPC; |
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CSoundPatch *m_pWarnSound; |
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bool m_bLockSilently; |
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bool m_bFoeNearest; |
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float m_flIgnoreWorldTime; |
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bool m_bDisarmed; |
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bool m_bPlacedByPlayer; |
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bool m_bActive; |
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//int m_iModification; |
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float m_flChargeInterval; |
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CNetworkVar(int, m_iTrapState); |
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CNetworkVar(int, m_iAmmo); |
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CNetworkVar(int, m_iMaxAmmo); |
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CNetworkVar(float, m_flRadius); |
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CNetworkVar(float, m_flDamage); |
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CNetworkVar(float, m_flNextFullChargeTime); |
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CNetworkVar(bool, m_bAssembled); |
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}; |
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extern CUtlVector<CASW_TeslaTrap*> g_aTeslaTraps; |
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#endif // ASW_TESLATRAP_H
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