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72 lines
2.0 KiB
72 lines
2.0 KiB
//========= Copyright 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 TF_VEHICLE_TANK_H |
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#define TF_VEHICLE_TANK_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tf_basefourwheelvehicle.h" |
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#include "vphysics/vehicles.h" |
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// ------------------------------------------------------------------------ // |
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// A wagon that players can build one object on the back of |
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// ------------------------------------------------------------------------ // |
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class CVehicleTank : public CBaseTFFourWheelVehicle |
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{ |
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DECLARE_CLASS( CVehicleTank, CBaseTFFourWheelVehicle ); |
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public: |
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DECLARE_SERVERCLASS(); |
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static CVehicleTank* Create(const Vector &vOrigin, const QAngle &vAngles); |
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CVehicleTank(); |
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virtual ~CVehicleTank(); |
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virtual void Spawn(); |
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virtual void Precache(); |
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ); |
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virtual bool CanTakeEMPDamage( void ) { return true; } |
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virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args ); |
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// Vehicle overrides |
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virtual bool IsPassengerVisible( int nRole ) { return true; } |
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virtual bool IsPassengerUsingStandardWeapons( int nRole ); |
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protected: |
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// Here's where we deal with weapons |
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virtual void OnItemPostFrame( CBaseTFPlayer *pDriver ); |
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private: |
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void TurretThink(); |
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void Fire(); |
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// These are the angles where the client currently wants the tank to look. |
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// The server smoothly interpolates to these. |
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// Pitch is 0 when facing straight ahead and 90 when facing straight up. |
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// Yaw is 0 when facing straight ahead and 90 when facing to the tank's left. |
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float m_flClientYaw; |
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float m_flClientPitch; // This is the pitch that the client sends - we use it directly. |
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// This is the real yaw (which smoothly interpolates towards m_flClientYaw). |
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CNetworkVar( float, m_flTurretYaw ); |
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CNetworkVar( float, m_flTurretPitch ); |
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// Tracks when we can fire the cannon. |
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float m_flNextFireTime; |
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}; |
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#endif // TF_VEHICLE_TANK_H
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