133 lines
4.0 KiB
C++
133 lines
4.0 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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// $NoKeywords: $
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//
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//=============================================================================//
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//---------------------------------------------------------
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// Helicopter flags
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//---------------------------------------------------------
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enum HelicopterFlags_t {
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BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming
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BITS_HELICOPTER_MISSILE_ON =
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0x00000002, // Missile turrets are on and aiming
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};
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define SF_NOWRECKAGE 0x08
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#define SF_NOROTORWASH 0x20
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#define SF_AWAITINPUT 0x40
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define BASECHOPPER_MAX_SPEED 400.0f
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#define BASECHOPPER_MAX_FIRING_SPEED 250.0f
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#define BASECHOPPER_MIN_ROCKET_DIST 1000.0f
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#define BASECHOPPER_MAX_GUN_DIST 2000.0f
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//=========================================================
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//=========================================================
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class CBaseHelicopter : public CAI_BaseNPC {
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public:
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DECLARE_CLASS(CBaseHelicopter, CAI_BaseNPC);
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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void Spawn(void);
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void Precache(void);
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void Event_Killed(const CTakeDamageInfo &info);
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void StopLoopingSounds();
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int BloodColor(void) { return DONT_BLEED; }
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void GibMonster(void);
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Class_T Classify(void) { return CLASS_HUMAN_MILITARY; }
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void CallDyingThink(void) { DyingThink(); }
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bool HasEnemy(void) { return GetEnemy() != NULL; }
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void CheckEnemy(CBaseEntity *pEnemy);
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virtual bool ChooseEnemy(void);
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virtual void HelicopterThink(void);
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virtual void HelicopterPostThink(void){};
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virtual void FlyTouch(CBaseEntity *pOther);
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virtual void CrashTouch(CBaseEntity *pOther);
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virtual void DyingThink(void);
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virtual void Startup(void);
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virtual void NullThink(void);
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virtual void Flight(void);
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virtual void ShowDamage(void){};
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virtual void FlyPathCorners(void);
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void UpdatePlayerDopplerShift(void);
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virtual void Hunt(void);
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virtual bool IsCrashing(void) { return m_lifeState != LIFE_ALIVE; }
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virtual float GetAcceleration(void) { return 5; }
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virtual bool HasReachedTarget(void);
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virtual void OnReachedTarget(CBaseEntity *pTarget){};
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virtual void ApplySidewaysDrag(const Vector &vecRight);
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virtual void ApplyGeneralDrag(void);
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int OnTakeDamage_Alive(const CTakeDamageInfo &info);
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void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir,
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trace_t *ptr, CDmgAccumulator *pAccumulator);
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virtual bool FireGun(void);
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virtual float GetRotorVolume(void) { return 1.0; }
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virtual void InitializeRotorSound(void);
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virtual void UpdateRotorSoundPitch(int iPitch);
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virtual void AimRocketGun(void){};
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virtual void FireRocket(Vector vLaunchPos, Vector vLaunchDir){};
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void DrawDebugGeometryOverlays(void);
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CSoundPatch *m_pRotorSound;
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float m_flForce;
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int m_fHelicopterFlags;
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Vector m_vecDesiredFaceDir;
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Vector m_vecDesiredPosition;
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Vector m_vecGoalOrientation; // orientation of the goal entity.
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float m_flLastSeen;
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float m_flPrevSeen;
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int m_iSoundState; // don't save this
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Vector m_vecTarget;
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Vector m_vecTargetPosition;
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float m_flMaxSpeed; // Maximum speed of the helicopter.
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float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing
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// guns.
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float m_flGoalSpeed; // Goal speed
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float m_flInitialSpeed;
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float m_angleVelocity;
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void ChangePathCorner(const char *pszName);
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// Inputs
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void InputChangePathCorner(inputdata_t &inputdata);
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void InputActivate(inputdata_t &inputdata);
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// Outputs
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COutputEvent m_AtTarget; // Fired when pathcorner has been reached
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COutputEvent m_LeaveTarget; // Fired when pathcorner is left
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float m_flNextCrashExplosion;
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}; |