source-engine/game/server/tf2/tf_shield_flat.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_SHIELD_FLAT_H
#define TF_SHIELD_FLAT_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shield.h"
#include "mathlib/vector.h"
//-----------------------------------------------------------------------------
//
// This is the shield projected by the grenade
//
//-----------------------------------------------------------------------------
class CShieldFlat : public CShield
{
DECLARE_CLASS( CShieldFlat, CShield );
DECLARE_SERVERCLASS();
public:
void SetSize( float w, float h );
virtual void Spawn( void );
virtual void SetEMPed( bool isEmped );
void Activate( bool active );
virtual int Width() { return 2; }
virtual int Height() { return 2; }
virtual bool IsPanelActive( int x, int y ) { return true; }
virtual const Vector& GetPoint( int x, int y );
virtual void ComputeWorldSpaceSurroundingBox( Vector *pWorldMins, Vector *pWorldMaxs );
public:
// Think methods
void ShieldMoved();
public:
// networked data
CNetworkVar( unsigned char, m_ShieldState );
CNetworkVar( float, m_Width );
CNetworkVar( float, m_Height );
private:
QAngle m_LastAngles;
Vector m_LastPosition;
Vector m_Pos[4];
};
//-----------------------------------------------------------------------------
// Purpose: Create a mobile version of the shield
//-----------------------------------------------------------------------------
CShieldFlat* CreateFlatShield( CBaseEntity *pOwner, float w, float h, const Vector& relOrigin, const QAngle &relAngles );
#endif TF_SHIELD_FLAT_H