source-engine/game/shared/swarm/asw_remote_turret_shared.h

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2023-10-03 14:23:56 +00:00
#ifndef _INCLUDED_ASW_REMOTE_TURRET_H
#define _INCLUDED_ASW_REMOTE_TURRET_H
#pragma once
#ifdef CLIENT_DLL
class C_BasePlayer;
#else
class CBasePlayer;
#endif
class CUserCmd;
class IMoveHelper;
class CMoveData;
// a turret in the world that can be remote controlled by a player (from a computer).
class CASW_Remote_Turret : public CBaseAnimating
{
public:
DECLARE_CLASS( CASW_Remote_Turret, CBaseAnimating );
DECLARE_NETWORKCLASS();
CASW_Remote_Turret();
virtual ~CASW_Remote_Turret();
void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
const QAngle& EyeAngles();
const QAngle& RealEyeAngles();
void SmoothTurretAngle(QAngle &ang);
Vector GetTurretCamPosition();
Vector GetTurretMuzzlePosition();
void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload );
void FireTurret(CBasePlayer *pPlayer);
int GetSentryDamage();
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
#ifndef CLIENT_DLL
DECLARE_DATADESC();
void Precache();
void Spawn();
int UpdateTransmitState();
int ShouldTransmit( const CCheckTransmitInfo *pInfo );
void StopUsingTurret();
void StartedUsingTurret(CBaseEntity* pUser);
QAngle AutoaimDeflection( Vector &vecSrc, const QAngle &eyeAngles, autoaim_params_t &params );
float GetAutoaimScore( const Vector &eyePosition, const Vector &viewDir, const Vector &vecTarget, CBaseEntity *pTarget, float fScale );
CNetworkQAngle( m_angEyeAngles );
#else
virtual void ClientThink();
QAngle m_angEyeAngles;
const QAngle& GetRenderAngles();
float GetMuzzleFlashScale();
int GetMuzzleAttachment();
void ProcessMuzzleFlashEvent();
QAngle m_LastAngle;
CSoundPatch *m_pLoopingSound;
bool m_bLastPlaySound;
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void UpdateOnRemove();
virtual void OnRestore();
void SoundInit();
void SoundShutdown();
virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd );
void ASWRemoteTurretTracer( const Vector &vecEnd );
#endif
CNetworkVar(bool, m_bUpsideDown);
CBaseEntity* GetUser();
CNetworkHandle(CBaseEntity, m_hUser);
float m_fNextFireTime;
int m_iAmmoType;
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
cone = VECTOR_CONE_PRECALCULATED;//VECTOR_CONE_5DEGREES;
return cone;
}
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_REMOTE_TURRET; }
CNetworkVar(QAngle, m_angDefault); // reference angle for view limits
CNetworkVar(QAngle, m_angViewLimit); // how far we can look either side
};
#endif /* _INCLUDED_ASW_REMOTE_TURRET_H */