mirror of
https://github.com/nillerusr/source-engine.git
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147 lines
4.6 KiB
C
147 lines
4.6 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_SHIELD_H
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#define TF_SHIELD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "utlvector.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class Vector;
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class CGameTrace;
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typedef CGameTrace trace_t;
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struct edict_t;
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//-----------------------------------------------------------------------------
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// Base class for shield entities
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//-----------------------------------------------------------------------------
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class CShield : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CShield, CBaseEntity );
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DECLARE_SERVERCLASS();
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CShield();
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~CShield();
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public:
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void Precache();
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void Spawn( void );
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virtual void Think( void );
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// Sets the desired center direction
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virtual void SetCenterAngles( const QAngle &angles ) {}
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virtual void SetAlwaysOrient( bool bOrient ) {}
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virtual bool IsAlwaysOrienting( ) { return false; }
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// Used by the mobile shield.
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// Change the angular spring constant. This affects how fast the shield rotates to face the angles
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// given in SetAngles. Higher numbers are more responsive, but if you go too high (around 40), it will
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// jump past the specified angles and wiggle a little bit.
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virtual void SetAngularSpringConstant( float flConstant ) {}
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// Move the shield out a certain amount.
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virtual void SetFrontDistance( float flDistance ) {}
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// Called when we hit something that we deflect...
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void RegisterDeflection(const Vector& vecDir, int bitsDamageType, trace_t *ptr);
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// Called when we hit something that we let through...
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void RegisterPassThru(const Vector& vecDir, int bitsDamageType, trace_t *ptr);
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// Activates/deactivates a shield for collision purposes
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void ActivateCollisions( bool activate );
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// Does this shield protect from a particular damage type?
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float ProtectionAmount( int weaponType ) const;
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// Deactivates all shields of players on a particular team
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// If you don't specify a team, it'll affect all shields
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static void ActivateShields( bool activate, int team = -1 );
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// For collision testing
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bool TestCollision( const Ray_t& ray, unsigned int mask, trace_t& trace );
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// Called when the shield has moved
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virtual void ShieldMoved() {}
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// Called when the shield is EMPed (or de-EMPed)
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virtual void SetEMPed( bool isEmped );
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// Indicates the visual center of the shape, may not be the actual center
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// (best example is the dome: it projects from a point which is not
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// at the center of the hemisphere).
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virtual void SetGeometryOffset( const Vector& vector ) {};
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// Shield power & recharging
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void SetupRecharge( float flPower, float flDelay, float flAmount, float flTickTime );
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float GetPower( void ) { return m_flPower; }
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void SetPower( float flPower );
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// Make the shield recharge it's health
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void ShieldRechargeThink( void );
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// Is this ray blocked by any shields?
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static bool IsBlockedByShields( const Vector& src, const Vector& end );
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virtual void SetOwnerEntity( CBaseEntity *pOwner );
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virtual void SetThetaPhi( float flTheta, float flPhi ) { }
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virtual void SetAttachmentIndex( int nAttachmentIndex ) {}
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protected:
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//
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// derived classes must implement these
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//
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virtual int Width() { return 0; }
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virtual int Height() { return 0; }
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virtual bool IsPanelActive( int x, int y ) { return true; }
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virtual const Vector& GetPoint( int x, int y ) { return vec3_origin; }
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bool IsEMPed() const { return m_bIsEMPed; }
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float m_flPower;
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float m_flMaxPower;
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CNetworkVar( float, m_flPowerLevel ); // m_flPower mapped to 0->1 range for networking
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float m_flRechargeDelay;
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float m_flRechargeAmount;
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float m_flRechargeTime;
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float m_flNextRechargeTime;
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private:
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int m_iBuckshotHitsThisFrame;
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float m_flLastProbeTime;
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CNetworkVar( bool, m_bIsEMPed );
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CNetworkVar( int, m_nOwningPlayerIndex );
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// List of all active shields
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static CUtlVector< CShield* > s_Shields;
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};
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//-----------------------------------------------------------------------------
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// Class factory methods to create the various versions of the shield
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//-----------------------------------------------------------------------------
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CShield* CreateMobileShield( CBaseEntity *owner, float flFrontDistance = 0 );
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//-----------------------------------------------------------------------------
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// Returns true if the entity is a shield
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//-----------------------------------------------------------------------------
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bool IsShield( CBaseEntity *pEnt );
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#endif // TF_SHIELD_H
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