Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ASW_TESLATRAP_H
#define ASW_TESLATRAP_H
#ifdef _WIN32
#pragma once
#endif
#include "Color.h"
#include "asw_prop_physics.h"
#include "asw_shareddefs.h"
class CSoundPatch;
class CASW_Marine;
//---------------------------------------------------------
//---------------------------------------------------------
#define ASW_TESLATRAP_HOOK_RANGE 64
class CASW_TeslaTrap : public CBaseCombatCharacter
{
DECLARE_CLASS( CASW_TeslaTrap, CBaseCombatCharacter );
public:
DECLARE_SERVERCLASS();
CASW_TeslaTrap();
virtual ~CASW_TeslaTrap();
void Precache();
void Spawn();
void OnRestore();
void SetTrapState( int iState );
int GetTrapState() { return m_iTrapState; }
int DrawDebugTextOverlays();
void LayFlat( void );
void TeslaTouch( CBaseEntity *pOther );
void TeslaSettleThink( void );
void TeslaChargeThink( void );
void TeslaSearchThink( void );
bool ZapTarget( CBaseEntity *pEntity );
void RunAnimation ( void );
virtual void ReachedEndOfSequence( void );
//bool IsCharged() { return m_bCharged; }
//void SetCharged( bool bSetCharged );
float FindNearestNPC();
void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
//int OnTakeDamage( const CTakeDamageInfo &info );
bool IsFriend( CBaseEntity *pEntity );
void SetRadius( float flRadius ) { m_flRadius = flRadius; }
void SetDamage( float flDamage ) { m_flDamage = flDamage; }
void SetNextFullChargeTime( float flNextFullChargeTime ) { m_flNextFullChargeTime = flNextFullChargeTime; }
bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
static CASW_TeslaTrap* Tesla_Trap_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon );
EHANDLE m_hCreatorWeapon;
Class_T m_CreatorWeaponClass;
CHandle<CASW_Marine> m_hMarineDeployer;
DECLARE_DATADESC();
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_TESLA_TRAP_PROJECTILE; }
private:
//bool m_bCharged;
EHANDLE m_hNearestNPC;
CSoundPatch *m_pWarnSound;
bool m_bLockSilently;
bool m_bFoeNearest;
float m_flIgnoreWorldTime;
bool m_bDisarmed;
bool m_bPlacedByPlayer;
bool m_bActive;
//int m_iModification;
float m_flChargeInterval;
CNetworkVar(int, m_iTrapState);
CNetworkVar(int, m_iAmmo);
CNetworkVar(int, m_iMaxAmmo);
CNetworkVar(float, m_flRadius);
CNetworkVar(float, m_flDamage);
CNetworkVar(float, m_flNextFullChargeTime);
CNetworkVar(bool, m_bAssembled);
};
extern CUtlVector<CASW_TeslaTrap*> g_aTeslaTraps;
#endif // ASW_TESLATRAP_H