112 lines
3.0 KiB
C++
112 lines
3.0 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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//=============================================================================//
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#ifndef FUNC_LADDER_H
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#define FUNC_LADDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined(CLIENT_DLL)
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#define CFuncLadder C_FuncLadder
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#define CInfoLadderDismount C_InfoLadderDismount
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#endif
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class CInfoLadderDismount : public CBaseEntity {
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public:
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DECLARE_CLASS(CInfoLadderDismount, CBaseEntity);
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DECLARE_NETWORKCLASS();
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virtual void DrawDebugGeometryOverlays();
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};
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typedef CHandle<CInfoLadderDismount> CInfoLadderDismountHandle;
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// Spawnflags
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#define SF_LADDER_DONTGETON \
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1 // Set for ladders that are acting as automount points, but not really
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// ladders
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//-----------------------------------------------------------------------------
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// Purpose: A player-climbable ladder
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//-----------------------------------------------------------------------------
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class CFuncLadder : public CBaseEntity {
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public:
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DECLARE_CLASS(CFuncLadder, CBaseEntity);
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CFuncLadder();
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~CFuncLadder();
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virtual void Spawn();
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virtual void DrawDebugGeometryOverlays(void);
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int GetDismountCount() const;
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CInfoLadderDismount *GetDismount(int index);
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void GetTopPosition(Vector &org);
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void GetBottomPosition(Vector &org);
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void ComputeLadderDir(Vector &bottomToTopVec);
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void SetEndPoints(const Vector &p1, const Vector &p2);
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void InputEnable(inputdata_t &inputdata);
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void InputDisable(inputdata_t &inputdata);
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bool IsEnabled() const;
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void PlayerGotOn(CBasePlayer *pPlayer);
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void PlayerGotOff(CBasePlayer *pPlayer);
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virtual void Activate();
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bool DontGetOnLadder(void) const;
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static int GetLadderCount();
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static CFuncLadder *GetLadder(int index);
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static CUtlVector<CFuncLadder *> s_Ladders;
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public:
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void FindNearbyDismountPoints(const Vector &origin, float radius,
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CUtlVector<CInfoLadderDismountHandle> &list);
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const char *GetSurfacePropName();
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private:
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void SearchForDismountPoints();
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// Movement vector from "bottom" to "top" of ladder
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CNetworkVector(m_vecLadderDir);
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// Dismount points near top/bottom of ladder, precomputed
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CUtlVector<CInfoLadderDismountHandle> m_Dismounts;
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// Endpoints for checking for mount/dismount
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CNetworkVector(m_vecPlayerMountPositionTop);
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CNetworkVector(m_vecPlayerMountPositionBottom);
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bool m_bDisabled;
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CNetworkVar(bool, m_bFakeLadder);
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#if defined(GAME_DLL)
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string_t m_surfacePropName;
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//-----------------------------------------------------
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// Outputs
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//-----------------------------------------------------
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COutputEvent m_OnPlayerGotOnLadder;
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COutputEvent m_OnPlayerGotOffLadder;
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virtual int UpdateTransmitState();
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#endif
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};
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inline bool CFuncLadder::IsEnabled() const { return !m_bDisabled; }
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const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity);
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#endif // FUNC_LADDER_H
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