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2020-08-04 13:13:01 -04:00

74 lines
1.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Projectile shot by mortar synth
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef GRENADEBEAM_H
#define GRENADEBEAM_H
#include "basegrenade_shared.h"
#define GRENADEBEAM_MAXBEAMS 2
#define GRENADEBEAM_MAXHITS GRENADEBEAM_MAXBEAMS - 1
class CGrenadeBeam;
class CBeam;
// End of the grenade beam
class CGrenadeBeamChaser : public CBaseAnimating {
public:
DECLARE_CLASS(CGrenadeBeamChaser, CBaseAnimating);
DECLARE_DATADESC();
static CGrenadeBeamChaser* ChaserCreate(CGrenadeBeam* pTarget);
void Spawn(void);
void ChaserThink();
CGrenadeBeam* m_pTarget;
};
class CGrenadeBeam : public CBaseGrenade {
public:
DECLARE_CLASS(CGrenadeBeam, CBaseGrenade);
DECLARE_DATADESC();
static CGrenadeBeam* Create(CBaseEntity* pOwner, const Vector& vStart);
public:
void Spawn(void);
void Precache(void);
void Format(color32 clrColor, float flWidth);
void GrenadeBeamTouch(CBaseEntity* pOther);
void KillBeam();
void CreateBeams(void);
void UpdateBeams(void);
// void DebugBeams(void);
void GetChaserTargetPos(Vector* vPosition);
void GetNextTargetPos(Vector* vPosition);
int UpdateTransmitState(void);
void Shoot(Vector vDirection, float flSpeed, float flLifetime, float flLag,
float flDamage);
Vector m_vLaunchPos;
float m_flBeamWidth;
float m_flBeamSpeed;
float m_flBeamLag;
float m_flLaunchTime;
float m_flLastTouchTime;
EHANDLE m_hBeamChaser;
int m_nNumHits;
Vector m_pHitLocation[GRENADEBEAM_MAXHITS];
CBeam* m_pBeam[GRENADEBEAM_MAXBEAMS];
};
#endif // GRENADEBEAM_H