mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
257 lines
7.2 KiB
C++
257 lines
7.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef WEAPON_RPG_H
|
|
#define WEAPON_RPG_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "basehlcombatweapon.h"
|
|
#include "Sprite.h"
|
|
#include "npcevent.h"
|
|
#include "beam_shared.h"
|
|
|
|
class CWeaponRPG;
|
|
class CLaserDot;
|
|
class RocketTrail;
|
|
|
|
//###########################################################################
|
|
// >> CMissile (missile launcher class is below this one!)
|
|
//###########################################################################
|
|
class CMissile : public CBaseCombatCharacter
|
|
{
|
|
DECLARE_CLASS( CMissile, CBaseCombatCharacter );
|
|
|
|
public:
|
|
static const int EXPLOSION_RADIUS = 200;
|
|
|
|
CMissile();
|
|
~CMissile();
|
|
|
|
#ifdef HL1_DLL
|
|
Class_T Classify( void ) { return CLASS_NONE; }
|
|
#else
|
|
Class_T Classify( void ) { return CLASS_MISSILE; }
|
|
#endif
|
|
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void MissileTouch( CBaseEntity *pOther );
|
|
void Explode( void );
|
|
void ShotDown( void );
|
|
void AccelerateThink( void );
|
|
void AugerThink( void );
|
|
void IgniteThink( void );
|
|
void SeekThink( void );
|
|
void DumbFire( void );
|
|
void SetGracePeriod( float flGracePeriod );
|
|
|
|
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
|
void Event_Killed( const CTakeDamageInfo &info );
|
|
|
|
virtual float GetDamage() { return m_flDamage; }
|
|
virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
|
|
|
|
unsigned int PhysicsSolidMaskForEntity( void ) const;
|
|
|
|
CHandle<CWeaponRPG> m_hOwner;
|
|
|
|
static CMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner );
|
|
|
|
void CreateDangerSounds( bool bState ){ m_bCreateDangerSounds = bState; }
|
|
|
|
static void AddCustomDetonator( CBaseEntity *pEntity, float radius, float height = -1 );
|
|
static void RemoveCustomDetonator( CBaseEntity *pEntity );
|
|
|
|
protected:
|
|
virtual void DoExplosion();
|
|
virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed );
|
|
virtual int AugerHealth() { return m_iMaxHealth - 20; }
|
|
|
|
// Creates the smoke trail
|
|
void CreateSmokeTrail( void );
|
|
|
|
// Gets the shooting position
|
|
void GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition );
|
|
|
|
CHandle<RocketTrail> m_hRocketTrail;
|
|
float m_flAugerTime; // Amount of time to auger before blowing up anyway
|
|
float m_flMarkDeadTime;
|
|
float m_flDamage;
|
|
|
|
struct CustomDetonator_t
|
|
{
|
|
EHANDLE hEntity;
|
|
float radiusSq;
|
|
float halfHeight;
|
|
};
|
|
|
|
static CUtlVector<CustomDetonator_t> gm_CustomDetonators;
|
|
|
|
private:
|
|
float m_flGracePeriodEndsAt;
|
|
bool m_bCreateDangerSounds;
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Laser dot control
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot );
|
|
void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget );
|
|
void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Specialized mizzizzile
|
|
//-----------------------------------------------------------------------------
|
|
class CAPCMissile : public CMissile
|
|
{
|
|
DECLARE_CLASS( CMissile, CMissile );
|
|
DECLARE_DATADESC();
|
|
|
|
public:
|
|
static CAPCMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner );
|
|
|
|
CAPCMissile();
|
|
~CAPCMissile();
|
|
void IgniteDelay( void );
|
|
void AugerDelay( float flDelayTime );
|
|
void ExplodeDelay( float flDelayTime );
|
|
void DisableGuiding();
|
|
#if defined( HL2_DLL )
|
|
virtual Class_T Classify ( void ) { return CLASS_COMBINE; }
|
|
#endif
|
|
|
|
void AimAtSpecificTarget( CBaseEntity *pTarget );
|
|
void SetGuidanceHint( const char *pHintName );
|
|
|
|
void APCSeekThink( void );
|
|
|
|
CAPCMissile *m_pNext;
|
|
|
|
protected:
|
|
virtual void DoExplosion();
|
|
virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed );
|
|
virtual int AugerHealth();
|
|
|
|
private:
|
|
void Init();
|
|
void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition );
|
|
void BeginSeekThink();
|
|
void AugerStartThink();
|
|
void ExplodeThink();
|
|
void APCMissileTouch( CBaseEntity *pOther );
|
|
|
|
float m_flReachedTargetTime;
|
|
float m_flIgnitionTime;
|
|
bool m_bGuidingDisabled;
|
|
float m_flLastHomingSpeed;
|
|
EHANDLE m_hSpecificTarget;
|
|
string_t m_strHint;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds apc missiles in cone
|
|
//-----------------------------------------------------------------------------
|
|
CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// RPG
|
|
//-----------------------------------------------------------------------------
|
|
class CWeaponRPG : public CBaseHLCombatWeapon
|
|
{
|
|
DECLARE_CLASS( CWeaponRPG, CBaseHLCombatWeapon );
|
|
public:
|
|
|
|
CWeaponRPG();
|
|
~CWeaponRPG();
|
|
|
|
DECLARE_SERVERCLASS();
|
|
|
|
void Precache( void );
|
|
|
|
void PrimaryAttack( void );
|
|
virtual float GetFireRate( void ) { return 1; };
|
|
void ItemPostFrame( void );
|
|
|
|
void Activate( void );
|
|
void DecrementAmmo( CBaseCombatCharacter *pOwner );
|
|
|
|
bool Deploy( void );
|
|
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
|
|
bool Reload( void );
|
|
bool WeaponShouldBeLowered( void );
|
|
bool Lower( void );
|
|
|
|
virtual void Drop( const Vector &vecVelocity );
|
|
|
|
int GetMinBurst() { return 1; }
|
|
int GetMaxBurst() { return 1; }
|
|
float GetMinRestTime() { return 4.0; }
|
|
float GetMaxRestTime() { return 4.0; }
|
|
|
|
bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
|
|
int WeaponRangeAttack1Condition( float flDot, float flDist );
|
|
|
|
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
|
|
void StartGuiding( void );
|
|
void StopGuiding( void );
|
|
void ToggleGuiding( void );
|
|
bool IsGuiding( void );
|
|
|
|
void NotifyRocketDied( void );
|
|
|
|
bool HasAnyAmmo( void );
|
|
|
|
void SuppressGuiding( bool state = true );
|
|
|
|
void CreateLaserPointer( void );
|
|
void UpdateLaserPosition( Vector vecMuzzlePos = vec3_origin, Vector vecEndPos = vec3_origin );
|
|
Vector GetLaserPosition( void );
|
|
void StartLaserEffects( void );
|
|
void StopLaserEffects( void );
|
|
void UpdateLaserEffects( void );
|
|
|
|
// NPC RPG users cheat and directly set the laser pointer's origin
|
|
void UpdateNPCLaserPosition( const Vector &vecTarget );
|
|
void SetNPCLaserPosition( const Vector &vecTarget );
|
|
const Vector &GetNPCLaserPosition( void );
|
|
|
|
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
|
|
|
|
virtual const Vector& GetBulletSpread( void )
|
|
{
|
|
static Vector cone = VECTOR_CONE_3DEGREES;
|
|
return cone;
|
|
}
|
|
|
|
CBaseEntity *GetMissile( void ) { return m_hMissile; }
|
|
|
|
DECLARE_ACTTABLE();
|
|
DECLARE_DATADESC();
|
|
|
|
protected:
|
|
|
|
bool m_bInitialStateUpdate;
|
|
bool m_bGuiding;
|
|
bool m_bHideGuiding; //User to override the player's wish to guide under certain circumstances
|
|
Vector m_vecNPCLaserDot;
|
|
CHandle<CLaserDot> m_hLaserDot;
|
|
CHandle<CMissile> m_hMissile;
|
|
CHandle<CSprite> m_hLaserMuzzleSprite;
|
|
CHandle<CBeam> m_hLaserBeam;
|
|
};
|
|
|
|
#endif // WEAPON_RPG_H
|