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upload "kind" alien swarm
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#ifndef ASW_SENTRY_BASE_H
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#define ASW_SENTRY_BASE_H
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#pragma once
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#include "asw_shareddefs.h"
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#include "iasw_server_usable_entity.h"
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class CASW_Player;
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class CASW_Marine;
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class CASW_Sentry_Top;
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class CASW_Sentry_Base : public CBaseAnimating, public IASW_Server_Usable_Entity
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{
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public:
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DECLARE_CLASS( CASW_Sentry_Base, CBaseAnimating );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void Precache();
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CASW_Sentry_Base();
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virtual ~CASW_Sentry_Base();
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void Spawn( void );
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void AnimThink( void );
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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int UpdateTransmitState();
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void PlayDeploySound();
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CASW_Sentry_Top* GetSentryTop();
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EHANDLE m_hSentryTop;
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CHandle<CASW_Marine> m_hDeployer;
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CNetworkVar(bool, m_bAssembled);
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CNetworkVar(bool, m_bIsInUse);
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CNetworkVar(float, m_fAssembleProgress);
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CNetworkVar(float, m_fAssembleCompleteTime);
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CNetworkVar(int, m_iAmmo);
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CNetworkVar(int, m_iMaxAmmo);
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CNetworkVar(bool, m_bSkillMarineHelping);
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float m_fSkillMarineHelping;
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float m_fDamageScale;
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bool m_bAlreadyTaken;
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void OnFiredShots( int nNumShots = 1 );
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inline int GetAmmo() { return m_iAmmo; }
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void SetAmmo( int nAmmo ) { m_iAmmo = nAmmo; }
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// IASW_Server_Usable_Entity implementation
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virtual CBaseEntity* GetEntity() { return this; }
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virtual bool IsUsable(CBaseEntity *pUser);
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virtual bool RequirementsMet( CBaseEntity *pUser ) { return true; }
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virtual void ActivateUseIcon( CASW_Marine* pMarine, int nHoldType );
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virtual void MarineUsing(CASW_Marine* pMarine, float deltatime);
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virtual void MarineStartedUsing(CASW_Marine* pMarine);
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virtual void MarineStoppedUsing(CASW_Marine* pMarine);
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virtual bool NeedsLOSCheck() { return true; }
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SENTRY_BASE; }
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/// Here are the different types of sentry gun we support.
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/// This array must match the entries in sm_gunTypeToEntityName
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enum GunType_t
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{
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kAUTOGUN = 0,
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kCANNON,
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kFLAME,
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kICE,
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// not a valid gun type:
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kGUNTYPE_MAX
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};
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static const char *GetEntityNameForGunType( GunType_t guntype );
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static const char *GetWeaponNameForGunType( GunType_t guntype );
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static int GetBaseAmmoForGunType( GunType_t guntype );
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GunType_t GetGunType( void ) const;
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inline void SetGunType( GunType_t iType );
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inline void SetGunType( int iType );
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protected:
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CNetworkVar( int, m_nGunType );
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// specifications for info about the sentry gun types
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struct SentryGunTypeInfo_t
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{
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SentryGunTypeInfo_t( const char *entname, const char *weaponname, const int baseammo ) :
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m_entityName(entname), m_weaponName(weaponname), m_nBaseAmmo(baseammo) {};
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const char *m_entityName; ///< name of sentry top entity
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const char *m_weaponName; ///< name of the weapon class that deployed this sentry
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int m_nBaseAmmo; ///< ammo to start with
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};
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static const SentryGunTypeInfo_t sm_gunTypeToInfo[kGUNTYPE_MAX];
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};
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void CASW_Sentry_Base::SetGunType( int iType )
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{
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Assert( iType >= 0 && iType < kGUNTYPE_MAX );
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SetGunType( (GunType_t) iType );
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}
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inline void CASW_Sentry_Base::SetGunType( CASW_Sentry_Base::GunType_t iType )
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{
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m_nGunType = iType;
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}
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#endif /* ASW_SENTRY_BASE_H */
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