Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "Color.h"
#ifndef COMBINE_MINE_H
#define COMBINE_MINE_H
#ifdef _WIN32
#pragma once
#endif
class CSoundPatch;
//---------------------------------------------------------
//---------------------------------------------------------
#define BOUNCEBOMB_HOOK_RANGE 64
#define BOUNCEBOMB_WARN_RADIUS 245.0 // Must be slightly less than physcannon!
#define BOUNCEBOMB_DETONATE_RADIUS 100.0
#define BOUNCEBOMB_EXPLODE_RADIUS 125.0
#define BOUNCEBOMB_EXPLODE_DAMAGE 150.0
#include "player_pickup.h"
class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS( CBounceBomb, CBaseAnimating );
public:
CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
void Precache();
void Spawn();
void OnRestore();
int DrawDebugTextOverlays(void);
void SetMineState( int iState );
int GetMineState() { return m_iMineState; }
bool IsValidLocation();
void Flip( const Vector &vecForce, const AngularImpulse &torque );
void SearchThink();
void BounceThink();
void SettleThink();
void CaptiveThink();
void ExplodeThink();
void ExplodeTouch( CBaseEntity *pOther );
void CavernBounceThink(); ///< an alternative style of bouncing used for the citizen modded bouncers
bool IsAwake() { return m_bAwake; }
void Wake( bool bWake );
float FindNearestNPC();
void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
int OnTakeDamage( const CTakeDamageInfo &info );
bool IsFriend( CBaseEntity *pEntity );
void UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a );
bool IsLightOn() { return m_hSprite.Get() != NULL; }
void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return true; }
bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
CBasePlayer *HasPhysicsAttacker( float dt );
bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
bool CreateVPhysics()
{
VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
return true;
}
void Pickup();
void OpenHooks( bool bSilent = false );
void CloseHooks();
DECLARE_DATADESC();
static string_t gm_iszFloorTurretClassname;
static string_t gm_iszGroundTurretClassname;
private:
float m_flExplosionDelay;
bool m_bAwake;
bool m_bBounce;
EHANDLE m_hNearestNPC;
EHANDLE m_hSprite;
Color m_LastSpriteColor;
float m_flHookPositions;
int m_iHookN;
int m_iHookE;
int m_iHookS;
int m_iAllHooks;
CSoundPatch *m_pWarnSound;
bool m_bLockSilently;
bool m_bFoeNearest;
float m_flIgnoreWorldTime;
bool m_bDisarmed;
bool m_bPlacedByPlayer;
bool m_bHeldByPhysgun;
int m_iFlipAttempts;
int m_iModification;
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
float m_flTimeGrabbed;
IPhysicsConstraint *m_pConstraint;
int m_iMineState;
COutputEvent m_OnPulledUp;
void InputDisarm( inputdata_t &inputdata );
};
#endif // COMBINE_MINE_H