//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASEPROJECTILE_H #define BASEPROJECTILE_H #ifdef _WIN32 #pragma once #endif #include "cbase.h" #ifdef GAME_DLL #include "baseanimating.h" #else #include "c_baseanimating.h" #endif #ifdef CLIENT_DLL #define CBaseProjectile C_BaseProjectile #endif // CLIENT_DLL //============================================================================= // // Base Projectile. // //============================================================================= #ifdef CLIENT_DLL class CBaseProjectile : public CBaseAnimating #else // CLIENT_DLL DECLARE_AUTO_LIST(IBaseProjectileAutoList); class CBaseProjectile : public CBaseAnimating, public IBaseProjectileAutoList #endif // !CLIENT_DLL { public: DECLARE_CLASS(CBaseProjectile, CBaseAnimating); DECLARE_NETWORKCLASS(); CBaseProjectile(); virtual void Spawn(); #ifdef GAME_DLL virtual int GetBaseProjectileType() const { return -1; } // no base virtual int GetProjectileType() const { return -1; } // no type virtual int GetDestroyableHitCount(void) const { return m_iDestroyableHitCount; } void IncrementDestroyableHitCount(void) { ++m_iDestroyableHitCount; } virtual bool CanCollideWithTeammates() const { return m_bCanCollideWithTeammates; } virtual float GetCollideWithTeammatesDelay() const { return 0.25f; } #endif // GAME_DLL virtual bool IsDestroyable(void) { return false; } virtual void Destroy(bool bBlinkOut = true, bool bBreakRocket = false) {} virtual void SetLauncher(CBaseEntity *pLauncher); CBaseEntity *GetOriginalLauncher() const { return m_hOriginalLauncher; } protected: #ifdef GAME_DLL void CollideWithTeammatesThink(); int m_iDestroyableHitCount; #endif // GAME_DLL private: #ifdef GAME_DLL void ResetCollideWithTeammates(); bool m_bCanCollideWithTeammates; #endif // GAME_DLL CNetworkHandle(CBaseEntity, m_hOriginalLauncher); }; #endif // BASEPROJECTILE_H