mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
129 lines
3.2 KiB
C++
129 lines
3.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "Color.h"
|
|
|
|
#ifndef COMBINE_MINE_H
|
|
#define COMBINE_MINE_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
class CSoundPatch;
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
#define BOUNCEBOMB_HOOK_RANGE 64
|
|
#define BOUNCEBOMB_WARN_RADIUS 245.0 // Must be slightly less than physcannon!
|
|
#define BOUNCEBOMB_DETONATE_RADIUS 100.0
|
|
|
|
#define BOUNCEBOMB_EXPLODE_RADIUS 125.0
|
|
#define BOUNCEBOMB_EXPLODE_DAMAGE 150.0
|
|
#include "player_pickup.h"
|
|
|
|
class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
|
|
{
|
|
DECLARE_CLASS( CBounceBomb, CBaseAnimating );
|
|
|
|
public:
|
|
CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
|
|
void Precache();
|
|
void Spawn();
|
|
void OnRestore();
|
|
int DrawDebugTextOverlays(void);
|
|
void SetMineState( int iState );
|
|
int GetMineState() { return m_iMineState; }
|
|
bool IsValidLocation();
|
|
void Flip( const Vector &vecForce, const AngularImpulse &torque );
|
|
void SearchThink();
|
|
void BounceThink();
|
|
void SettleThink();
|
|
void CaptiveThink();
|
|
void ExplodeThink();
|
|
void ExplodeTouch( CBaseEntity *pOther );
|
|
void CavernBounceThink(); ///< an alternative style of bouncing used for the citizen modded bouncers
|
|
bool IsAwake() { return m_bAwake; }
|
|
void Wake( bool bWake );
|
|
float FindNearestNPC();
|
|
void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
|
|
int OnTakeDamage( const CTakeDamageInfo &info );
|
|
bool IsFriend( CBaseEntity *pEntity );
|
|
|
|
void UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a );
|
|
bool IsLightOn() { return m_hSprite.Get() != NULL; }
|
|
|
|
void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
|
|
void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
|
|
bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return true; }
|
|
bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
|
|
virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
|
|
CBasePlayer *HasPhysicsAttacker( float dt );
|
|
|
|
bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
|
|
|
|
bool CreateVPhysics()
|
|
{
|
|
VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
|
|
return true;
|
|
}
|
|
|
|
void Pickup();
|
|
|
|
void OpenHooks( bool bSilent = false );
|
|
void CloseHooks();
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
static string_t gm_iszFloorTurretClassname;
|
|
static string_t gm_iszGroundTurretClassname;
|
|
|
|
private:
|
|
float m_flExplosionDelay;
|
|
|
|
bool m_bAwake;
|
|
bool m_bBounce;
|
|
EHANDLE m_hNearestNPC;
|
|
EHANDLE m_hSprite;
|
|
Color m_LastSpriteColor;
|
|
|
|
float m_flHookPositions;
|
|
int m_iHookN;
|
|
int m_iHookE;
|
|
int m_iHookS;
|
|
int m_iAllHooks;
|
|
|
|
CSoundPatch *m_pWarnSound;
|
|
|
|
bool m_bLockSilently;
|
|
bool m_bFoeNearest;
|
|
|
|
float m_flIgnoreWorldTime;
|
|
|
|
bool m_bDisarmed;
|
|
|
|
bool m_bPlacedByPlayer;
|
|
|
|
bool m_bHeldByPhysgun;
|
|
|
|
int m_iFlipAttempts;
|
|
int m_iModification;
|
|
|
|
CHandle<CBasePlayer> m_hPhysicsAttacker;
|
|
float m_flLastPhysicsInfluenceTime;
|
|
|
|
float m_flTimeGrabbed;
|
|
IPhysicsConstraint *m_pConstraint;
|
|
int m_iMineState;
|
|
|
|
COutputEvent m_OnPulledUp;
|
|
void InputDisarm( inputdata_t &inputdata );
|
|
};
|
|
|
|
|
|
|
|
#endif // COMBINE_MINE_H
|