source-engine/game/server/hl2/grenade_beam.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Projectile shot by mortar synth
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef GRENADEBEAM_H
#define GRENADEBEAM_H
#include "basegrenade_shared.h"
#define GRENADEBEAM_MAXBEAMS 2
#define GRENADEBEAM_MAXHITS GRENADEBEAM_MAXBEAMS-1
class CGrenadeBeam;
class CBeam;
// End of the grenade beam
class CGrenadeBeamChaser : public CBaseAnimating
{
public:
DECLARE_CLASS( CGrenadeBeamChaser, CBaseAnimating );
DECLARE_DATADESC();
static CGrenadeBeamChaser* ChaserCreate( CGrenadeBeam *pTarget );
void Spawn( void );
void ChaserThink();
CGrenadeBeam* m_pTarget;
};
class CGrenadeBeam : public CBaseGrenade
{
public:
DECLARE_CLASS( CGrenadeBeam, CBaseGrenade );
DECLARE_DATADESC();
static CGrenadeBeam* Create( CBaseEntity* pOwner, const Vector &vStart);
public:
void Spawn( void );
void Precache( void );
void Format( color32 clrColor, float flWidth);
void GrenadeBeamTouch( CBaseEntity *pOther );
void KillBeam();
void CreateBeams(void);
void UpdateBeams(void);
//void DebugBeams(void);
void GetChaserTargetPos(Vector *vPosition);
void GetNextTargetPos(Vector *vPosition);
int UpdateTransmitState(void);
void Shoot(Vector vDirection, float flSpeed, float flLifetime, float flLag, float flDamage );
Vector m_vLaunchPos;
float m_flBeamWidth;
float m_flBeamSpeed;
float m_flBeamLag;
float m_flLaunchTime;
float m_flLastTouchTime;
EHANDLE m_hBeamChaser;
int m_nNumHits;
Vector m_pHitLocation[GRENADEBEAM_MAXHITS];
CBeam* m_pBeam[GRENADEBEAM_MAXBEAMS];
};
#endif //GRENADEBEAM_H