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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Clients CBaseObject
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_BASEOBJECT_H
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#define C_BASEOBJECT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseobject_shared.h"
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#include <vgui_controls/Panel.h>
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#include <vgui_controls/Label.h>
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#include "vgui_healthbar.h"
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#include "commanderoverlay.h"
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#include "hud_minimap.h"
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#include "particlemgr.h"
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#include "particle_prototype.h"
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#include "particle_util.h"
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#include "c_basecombatcharacter.h"
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#include "ihasbuildpoints.h"
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class C_BaseTFPlayer;
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// Max Length of ID Strings
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#define MAX_ID_STRING 256
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_BaseObject : public C_BaseCombatCharacter, public IHasBuildPoints
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{
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DECLARE_CLASS( C_BaseObject, C_BaseCombatCharacter );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_ENTITY_PANEL();
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DECLARE_MINIMAP_PANEL();
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C_BaseObject();
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~C_BaseObject( void );
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virtual bool IsBaseObject( void ) const { return true; }
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virtual bool IsAnUpgrade(void ) const { return false; }
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virtual bool IsAVehicle( void ) const { return false; }
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virtual void SetType( int iObjectType );
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virtual void AddEntity();
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virtual void Select( void );
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void SetActivity( Activity act );
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Activity GetActivity( ) const;
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void SetObjectSequence( int sequence );
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virtual void OnActivityChanged( Activity act );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void Release( void );
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virtual int GetHealth() const { return m_iHealth; }
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void SetHealth( int health ) { m_iHealth = health; }
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virtual int GetMaxHealth() const { return m_iMaxHealth; }
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int GetObjectFlags( void ) { return m_fObjectFlags; }
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void SetObjectFlags( int flags ) { m_fObjectFlags = flags; }
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// Derive to customize an object's attached version
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virtual void SetupAttachedVersion( void ) { return; }
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virtual void SetupUnattachedVersion( void ) { return; }
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virtual void OnLostPower( void ) { return; };
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virtual const char *GetTargetDescription( void ) const;
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virtual char *GetIDString( void );
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virtual bool IsValidIDTarget( void );
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void AttemptToGoActive( void );
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virtual bool ShouldBeActive( void );
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virtual void OnGoActive( void );
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virtual void OnGoInactive( void );
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virtual void SetDormant( bool bDormant );
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void SendClientCommand( const char *pCmd );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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// Builder preview...
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void ActivateYawPreview( bool enable );
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void PreviewYaw( float yaw );
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bool IsPreviewingYaw() const;
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// This is called to get the initial builder yaw...
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virtual float GetInitialBuilderYaw();
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virtual void RecalculateIDString( void );
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int GetType() const { return m_iObjectType; }
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bool IsOwnedByLocalPlayer() const;
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C_BaseTFPlayer *GetOwner();
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// Are we under attack?
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bool IsUnderAttack( );
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virtual int DrawModel( int flags );
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virtual bool IsIdentityBrush( void );
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// Effects
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void DrawRunningEffects( void );
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void DrawBuildEffects( void );
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void DrawDamageEffects( void );
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// Deterioration
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bool IsDeteriorating( void ) { return m_bDeteriorating; };
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float GetPercentageConstructed( void ) { return m_flPercentageConstructed; }
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bool IsPlacing( void ) const { return m_bPlacing; }
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bool IsBuilding( void ) const { return m_bBuilding; }
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virtual void FinishedBuilding( void ) { return; }
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virtual bool OffsetObjectOrigin( Vector& origin );
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virtual const char* GetStatusName() const;
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// Object Previews
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void HighlightBuildPoints( int flags );
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public:
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// Client/Server shared build point code
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void CreateBuildPoints( void );
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void AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint );
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virtual int AddBuildPoint( int iAttachmentNum );
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virtual void AddValidObjectToBuildPoint( int iPoint, int iObjectType );
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virtual CBaseObject *GetBuildPointObject( int iPoint );
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bool IsBuiltOnAttachment( void ) { return (m_hBuiltOnEntity != NULL); }
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void AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin );
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CBaseObject *GetParentObject( void );
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void SetBuildPointPassenger( int iPoint, int iPassenger );
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int GetBuildPointPassenger( int iPoint ) const;
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// Build points
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CUtlVector<BuildPoint_t> m_BuildPoints;
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// Power
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bool IsPowered( void );
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virtual bool CanPowerupEver( int iPowerup );
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virtual bool CanPowerupNow( int iPowerup );
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bool IsDisabled( void ) { return m_bDisabled; }
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virtual float GetSapperAttachTime( void );
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// IHasBuildPoints
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public:
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virtual int GetNumBuildPoints( void ) const;
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
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virtual float GetMaxSnapDistance( int iBuildPoint );
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virtual bool ShouldCheckForMovement( void ) { return true; }
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virtual int GetNumObjectsOnMe( void );
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virtual CBaseEntity *GetFirstObjectOnMe( void );
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
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virtual void RemoveAllObjects( void );
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
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virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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protected:
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char m_szIDString[ MAX_ID_STRING ];
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private:
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enum
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{
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YAW_PREVIEW_OFF = 0,
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YAW_PREVIEW_ON,
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YAW_PREVIEW_WAITING_FOR_UPDATE
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};
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Activity m_Activity;
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int m_fObjectFlags;
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float m_fYawPreview;
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char m_YawPreviewState;
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CHandle< C_BaseTFPlayer > m_hOldOwner;
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CHandle< C_BaseTFPlayer > m_hBuilder;
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bool m_bWasActive;
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int m_iOldHealth;
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bool m_bHasSapper;
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bool m_bOldSapper;
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int m_iObjectType;
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int m_iHealth;
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int m_iMaxHealth;
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bool m_bWasBuilding;
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bool m_bBuilding;
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bool m_bPlacing;
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bool m_bDeteriorating;
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bool m_bDisabled;
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float m_flPercentageConstructed;
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EHANDLE m_hBuiltOnEntity;
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CHealthBarPanel *m_pHealthBar;
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vgui::Label *m_pNameLabel;
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float m_flDamageFlash; // Used to flash the panel when the object takes damage
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int m_iFlashes;
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float m_flAttackTime;
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CMaterialReference m_ThermalMaterial;
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// Effects
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float m_flNextEffect;
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private:
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C_BaseObject( const C_BaseObject & ); // not defined, not accessible
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};
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#endif // C_BASEOBJECT_H
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