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: CTF Halloween Pickup.
//
//=============================================================================//
#ifndef ENTITY_HALLOWEEN_PICKUP_H
#define ENTITY_HALLOWEEN_PICKUP_H
#ifdef _WIN32
#pragma once
#endif
#ifdef GAME_DLL
#include "tf_powerup.h"
#include "tf_gamerules.h"
#include "tf_player.h"
#endif
#include "ehandle.h"
#define TF_HALLOWEEN_PICKUP_MODEL "models/items/target_duck.mdl"
#define TF_DUCK_PICKUP_MODEL "models/workshop/player/items/pyro/eotl_ducky/eotl_bonus_duck.mdl"
#define TF_GIFT_MODEL "models/props_halloween/gargoyle_ghost.mdl"; //"models/props_halloween/halloween_gift.mdl";
#define TF_HALLOWEEN_PICKUP_DEFAULT_SOUND "AmmoPack.Touch"
#define BONUS_DUCK_GLOW "superrare_beams1"
#define BONUS_DUCK_TRAIL_RED "duck_collect_trail_red"
#define BONUS_DUCK_TRAIL_BLUE "duck_collect_trail_blue"
#define BONUS_DUCK_TRAIL_SPECIAL_RED "duck_collect_trail_special_red"
#define BONUS_DUCK_TRAIL_SPECIAL_BLUE "duck_collect_trail_special_blue"
#define BONUS_DUCK_CREATED_SOUND "Duck.Quack"
#ifdef CLIENT_DLL
#define CBonusDuckPickup C_BonusDuckPickup
#define CHalloweenPickup C_HalloweenPickup
#define CHalloweenGiftPickup C_HalloweenGiftPickup
#include "c_tf_player.h"
#endif
//=============================================================================
//
// CTF Halloween Pickup class.
//
class CHalloweenPickup
#ifdef GAME_DLL
: public CTFPowerup
#else
: public C_BaseAnimating
#endif
{
public:
#ifdef GAME_DLL
DECLARE_CLASS( CHalloweenPickup, CTFPowerup );
#else
DECLARE_CLASS( CHalloweenPickup, C_BaseAnimating );
#endif
DECLARE_NETWORKCLASS();
CHalloweenPickup();
~CHalloweenPickup();
virtual void Precache( void ) OVERRIDE;
#ifdef GAME_DLL
virtual int UpdateTransmitState() OVERRIDE;
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ) OVERRIDE;
virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
virtual CBaseEntity* Respawn( void );
virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
{
return TF_HALLOWEEN_PICKUP_MODEL;
}
virtual float GetRespawnDelay( void ) OVERRIDE;
virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
#endif // GAME_DLL
private:
string_t m_iszSound;
string_t m_iszParticle;
#ifdef GAME_DLL
COutputEvent m_OnRedPickup;
COutputEvent m_OnBluePickup;
#endif
DECLARE_DATADESC();
};
class CBonusDuckPickup : public CHalloweenPickup
{
public:
DECLARE_CLASS( CBonusDuckPickup, CHalloweenPickup );
DECLARE_NETWORKCLASS();
CBonusDuckPickup();
~CBonusDuckPickup();
virtual void Precache( void ) OVERRIDE;
#ifdef GAME_DLL
virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
{
return TF_DUCK_PICKUP_MODEL;
}
virtual float GetLifeTime() { if ( m_flLifeTime == 0) { m_flLifeTime = RandomFloat( 17.0f, 20.0f ); } return m_flLifeTime; }
virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
void Spawn( void );
virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
void DropSingleInstance( Vector &vecLaunchVel, CBaseCombatCharacter *pThrower, float flThrowerTouchDelay, float flResetTime = 0.1f );
void NotifyFadeOut( void );
void UpdateCollisionBounds();
// Make this a base class in powerup
void BlinkThink();
void SetCreatorId( int value ) { m_iCreatorId = value; }
int GetCreatorId( void ) { return m_iCreatorId; }
void SetAssisterId( int value ) { m_iAssisterId = value; }
int GetAssisterId( void ) { return m_iAssisterId; }
void SetVictimId( int value ) { m_iVictimId = value; }
int GetVictimId( void ) { return m_iVictimId; }
void SetSpecial( void ){ m_bSpecial = true; }
void SetDuckFlag( int iFlag ) { m_iFlags |= iFlag; }
#else
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
#endif // GAME_DLL
private:
string_t m_iszSound;
string_t m_iszParticle;
#ifdef GAME_DLL
float m_flLifeTime;
float m_flKillTime;
int m_nBlinkCount;
int m_iCreatorId;
int m_iAssisterId;
int m_iVictimId;
int m_iFlags;
#else
CNewParticleEffect *pGlowEffect;
#endif
CNetworkVar( bool, m_bSpecial );
DECLARE_DATADESC();
};
#ifdef GAME_DLL
//----------------------------------------------------------------------------
DECLARE_AUTO_LIST( IHalloweenGiftSpawnAutoList );
//*************************************************************************************************
// Dumb entity that is placed in Hammer.
// On Map load, server finds all the locations and makes note then deletes the entity
class CHalloweenGiftSpawnLocation : public CBaseEntity, public IHalloweenGiftSpawnAutoList
{
public:
DECLARE_CLASS( CHalloweenGiftSpawnLocation, CBaseEntity );
CHalloweenGiftSpawnLocation();
};
#endif // GAME_DLL
//*************************************************************************************************
// Networked Entity that represents a gift. Only visible and 'touchable' by the intended target
// Has a lifetime
// A server can spawn multiple of these for different people or the same person but each gift has a single target
class CHalloweenGiftPickup : public CHalloweenPickup
{
public:
DECLARE_CLASS( CHalloweenGiftPickup, CHalloweenPickup );
DECLARE_NETWORKCLASS();
CHalloweenGiftPickup();
//~CHalloweenGiftPickup();
virtual void Precache( void ) OVERRIDE;
void Spawn( void );
#ifdef GAME_DLL
void SetTargetPlayer( CTFPlayer *pTarget ); // Must be called before spawn
void DespawnGift();
void RemoveGift();
virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
{
return TF_GIFT_MODEL;
}
//virtual float GetLifeTime() { if ( m_flLifeTime == 0 ) { m_flLifeTime = RandomFloat( 17.0f, 20.0f ); } return m_flLifeTime; }
virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
#endif
#ifdef CLIENT_DLL
virtual bool ShouldDraw();
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
CTFPlayer *m_pPreviousTargetPlayer;
#endif
CNetworkVar( CHandle<CTFPlayer>, m_hTargetPlayer );
DECLARE_DATADESC();
};
//*************************************************************************************************
#endif // ENTITY_HALLOWEEN_PICKUP_H