mirror of
https://github.com/nillerusr/source-engine.git
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163 lines
4.7 KiB
C++
163 lines
4.7 KiB
C++
//========= 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 VEHICLE_APC_H
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#define VEHICLE_APC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vehicle_base.h"
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#include "smoke_trail.h"
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//-----------------------------------------------------------------------------
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// Purpose: Four wheel physics vehicle server vehicle with weaponry
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//-----------------------------------------------------------------------------
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class CAPCFourWheelServerVehicle : public CFourWheelServerVehicle
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{
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typedef CFourWheelServerVehicle BaseClass;
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// IServerVehicle
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public:
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bool NPC_HasPrimaryWeapon( void ) { return true; }
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void NPC_AimPrimaryWeapon( Vector vecTarget );
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bool NPC_HasSecondaryWeapon( void ) { return true; }
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void NPC_AimSecondaryWeapon( Vector vecTarget );
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// Weaponry
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void Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange );
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void Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange );
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float Weapon_PrimaryCanFireAt( void ); // Return the time at which this vehicle's primary weapon can fire again
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float Weapon_SecondaryCanFireAt( void ); // Return the time at which this vehicle's secondary weapon can fire again
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};
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//-----------------------------------------------------------------------------
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// A driveable vehicle with a gun that shoots wherever the driver looks.
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//-----------------------------------------------------------------------------
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class CPropAPC : public CPropVehicleDriveable
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{
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DECLARE_CLASS( CPropAPC, CPropVehicleDriveable );
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public:
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// CBaseEntity
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virtual void Precache( void );
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void Think( void );
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virtual void Spawn(void);
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virtual void Activate();
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virtual void UpdateOnRemove( void );
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virtual void OnRestore( void );
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// CPropVehicle
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virtual void CreateServerVehicle( void );
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virtual void DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased );
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData );
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virtual Class_T ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual float PassengerDamageModifier( const CTakeDamageInfo &info );
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// Weaponry
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const Vector &GetPrimaryGunOrigin( void );
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void AimPrimaryWeapon( const Vector &vecForward );
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void AimSecondaryWeaponAt( CBaseEntity *pTarget );
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float PrimaryWeaponFireTime( void ) { return m_flMachineGunTime; }
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float SecondaryWeaponFireTime( void ) { return m_flRocketTime; }
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float MaxAttackRange() const;
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bool IsInPrimaryFiringCone() const { return m_bInFiringCone; }
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// Muzzle flashes
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const char *GetTracerType( void ) ;
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void DoImpactEffect( trace_t &tr, int nDamageType );
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void DoMuzzleFlash( void );
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virtual Vector EyePosition( ); // position of eyes
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Vector BodyTarget( const Vector &posSrc, bool bNoisy );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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private:
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enum
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{
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MAX_SMOKE_TRAILS = 4,
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MAX_EXPLOSIONS = 4,
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};
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// Should we trigger a damage effect?
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bool ShouldTriggerDamageEffect( int nPrevHealth, int nEffectCount ) const;
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// Add a smoke trail since we've taken more damage
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void AddSmokeTrail( const Vector &vecPos );
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// Creates the breakable husk of an attack chopper
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void CreateChopperHusk();
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// Pow!
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void ExplodeAndThrowChunk( const Vector &vecExplosionPos );
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void Event_Killed( const CTakeDamageInfo &info );
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// Purpose:
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void GetRocketShootPosition( Vector *pPosition );
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void FireMachineGun( void );
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void FireRocket( void );
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// Death volley
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void FireDying( );
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// Create a corpse
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void CreateCorpse( );
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// Blows da shizzle up
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void InputDestroy( inputdata_t &inputdata );
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void InputFireMissileAt( inputdata_t &inputdata );
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void CreateAPCLaserDot( void );
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virtual bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt );
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private:
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// Danger sounds made by the APC
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float m_flDangerSoundTime;
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// handbrake after the fact to keep vehicles from rolling
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float m_flHandbrakeTime;
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bool m_bInitialHandbrake;
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// Damage effects
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int m_nSmokeTrailCount;
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// Machine gun attacks
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int m_nMachineGunMuzzleAttachment;
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int m_nMachineGunBaseAttachment;
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float m_flMachineGunTime;
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int m_iMachineGunBurstLeft;
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Vector m_vecBarrelPos;
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bool m_bInFiringCone;
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// Rocket attacks
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EHANDLE m_hLaserDot;
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EHANDLE m_hRocketTarget;
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int m_iRocketSalvoLeft;
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float m_flRocketTime;
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int m_nRocketAttachment;
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int m_nRocketSide;
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EHANDLE m_hSpecificRocketTarget;
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string_t m_strMissileHint;
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COutputEvent m_OnDeath;
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COutputEvent m_OnFiredMissile;
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COutputEvent m_OnDamaged;
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COutputEvent m_OnDamagedByPlayer;
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DECLARE_DATADESC();
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};
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#endif // VEHICLE_APC_H
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