//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef WEAPON_RPG_H #define WEAPON_RPG_H #ifdef _WIN32 #pragma once #endif #include "weapon_hl2mpbasehlmpcombatweapon.h" #ifdef CLIENT_DLL #include "iviewrender_beams.h" #endif #ifndef CLIENT_DLL #include "Sprite.h" #include "beam_shared.h" #include "npcevent.h" class CWeaponRPG; class CLaserDot; class RocketTrail; //########################################################################### // >> CMissile (missile launcher class is below this one!) //########################################################################### class CMissile : public CBaseCombatCharacter { DECLARE_CLASS(CMissile, CBaseCombatCharacter); public: 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 m_hOwner; static CMissile *Create(const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner); 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 m_hRocketTrail; float m_flAugerTime; // Amount of time to auger before blowing up anyway float m_flMarkDeadTime; float m_flDamage; private: float m_flGracePeriodEndsAt; 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); 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); #endif //----------------------------------------------------------------------------- // RPG //----------------------------------------------------------------------------- #ifdef CLIENT_DLL #define CWeaponRPG C_WeaponRPG #endif class CWeaponRPG : public CBaseHL2MPCombatWeapon { DECLARE_CLASS(CWeaponRPG, CBaseHL2MPCombatWeapon); public: CWeaponRPG(); ~CWeaponRPG(); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); 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); bool CanHolster(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; } 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); // 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); #ifdef CLIENT_DLL // We need to render opaque and translucent pieces virtual RenderGroup_t GetRenderGroup(void) { return RENDER_GROUP_TWOPASS; } virtual void NotifyShouldTransmit(ShouldTransmitState_t state); virtual int DrawModel(int flags); virtual void ViewModelDrawn(C_BaseViewModel *pBaseViewModel); virtual bool IsTranslucent(void); void InitBeam(void); void GetWeaponAttachment(int attachmentId, Vector &outVector, Vector *dir = NULL); void DrawEffects(void); // void DrawLaserDot( void ); CMaterialReference m_hSpriteMaterial; // Used for the laser glint CMaterialReference m_hBeamMaterial; // Used for the laser beam Beam_t *m_pBeam; // Laser beam temp entity #endif // CLIENT_DLL CBaseEntity *GetMissile(void) { return m_hMissile; } #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif protected: CNetworkVar(bool, m_bInitialStateUpdate); CNetworkVar(bool, m_bGuiding); CNetworkVar(bool, m_bHideGuiding); CNetworkHandle(CBaseEntity, m_hMissile); CNetworkVar(Vector, m_vecLaserDot); #ifndef CLIENT_DLL CHandle m_hLaserDot; #endif private: CWeaponRPG(const CWeaponRPG &); }; #endif // WEAPON_RPG_H