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