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73 lines
2.0 KiB
C++
73 lines
2.0 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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//=============================================================================//
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#ifndef TF_VEHICLE_TANK_H
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#define TF_VEHICLE_TANK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_basefourwheelvehicle.h"
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#include "vphysics/vehicles.h"
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// ------------------------------------------------------------------------ //
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// A wagon that players can build one object on the back of
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// ------------------------------------------------------------------------ //
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class CVehicleTank : public CBaseTFFourWheelVehicle
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{
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DECLARE_CLASS( CVehicleTank, CBaseTFFourWheelVehicle );
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public:
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DECLARE_SERVERCLASS();
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static CVehicleTank* Create(const Vector &vOrigin, const QAngle &vAngles);
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CVehicleTank();
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virtual ~CVehicleTank();
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virtual void Spawn();
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virtual void Precache();
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual bool CanTakeEMPDamage( void ) { return true; }
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virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args );
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// Vehicle overrides
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virtual bool IsPassengerVisible( int nRole ) { return true; }
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virtual bool IsPassengerUsingStandardWeapons( int nRole );
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protected:
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// Here's where we deal with weapons
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virtual void OnItemPostFrame( CBaseTFPlayer *pDriver );
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private:
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void TurretThink();
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void Fire();
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// These are the angles where the client currently wants the tank to look.
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// The server smoothly interpolates to these.
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// Pitch is 0 when facing straight ahead and 90 when facing straight up.
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// Yaw is 0 when facing straight ahead and 90 when facing to the tank's left.
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float m_flClientYaw;
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float m_flClientPitch; // This is the pitch that the client sends - we use it directly.
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// This is the real yaw (which smoothly interpolates towards m_flClientYaw).
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CNetworkVar( float, m_flTurretYaw );
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CNetworkVar( float, m_flTurretPitch );
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// Tracks when we can fire the cannon.
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float m_flNextFireTime;
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};
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#endif // TF_VEHICLE_TANK_H
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