source-engine/game/server/tf2/info_vehicle_bay.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

73 lines
2.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef INFO_VEHICLE_BAY_H
#define INFO_VEHICLE_BAY_H
#ifdef _WIN32
#pragma once
#endif
#include "ihasbuildpoints.h"
#include "vguiscreen.h"
//-----------------------------------------------------------------------------
// Purpose: Entity that provides a place to build a vehicle
//-----------------------------------------------------------------------------
class CInfoVehicleBay : public CBaseEntity, public IHasBuildPoints
{
DECLARE_CLASS( CInfoVehicleBay, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn( void );
// IHasBuildPoints
public:
virtual int GetNumBuildPoints( void ) const;
virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
virtual int GetNumObjectsOnMe( void );
virtual CBaseEntity *GetFirstObjectOnMe( void );
virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles );
virtual void RemoveAllObjects( void );
virtual float GetMaxSnapDistance( int iPoint ) { return 128; }
virtual bool ShouldCheckForMovement( void ) { return false; }
};
//-----------------------------------------------------------------------------
// Purpose: Vgui screen for vehicle buying
//-----------------------------------------------------------------------------
class CVGuiScreenVehicleBay : public CVGuiScreen
{
DECLARE_CLASS( CVGuiScreenVehicleBay, CVGuiScreen );
public:
DECLARE_DATADESC();
virtual void Activate( void );
void BuildVehicle( CBaseTFPlayer *pPlayer, int iObjectType );
void FinishedBuildVehicle( CBaseObject *pObject );
void SetBuildPoint( Vector &vecOrigin, QAngle &vecAngles );
void BayThink( void );
private:
bool m_bBayIsClear;
Vector m_vecBuildPointOrigin;
QAngle m_vecBuildPointAngles;
// Outputs
COutputEvent m_OnStartedBuild;
COutputEvent m_OnFinishedBuild;
COutputEvent m_OnReadyToBuildAgain;
};
#endif // INFO_VEHICLE_BAY_H