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

271 lines
7.7 KiB
C++

//========= 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<CWeaponRPG> 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<RocketTrail> 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<CLaserDot> m_hLaserDot;
#endif
private:
CWeaponRPG(const CWeaponRPG &);
};
#endif // WEAPON_RPG_H