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149 lines
3.9 KiB
C
149 lines
3.9 KiB
C
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#ifndef TURRET_H
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#define TURRET_H
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#include "effects.h"
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#include "dlls/turretconst.h"
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class CBaseTurret : public CBaseMonster
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{
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public:
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void Spawn(void);
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virtual void Precache(void);
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void KeyValue( KeyValueData *pkvd );
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void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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virtual int Classify(void);
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virtual int GetRange() const;
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virtual char* GetPingSound() const;
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virtual char* GetActiveSound() const;
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virtual char* GetAlertSound() const;
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virtual char* GetDeploySound() const;
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int BloodColor( void ) { return DONT_BLEED; }
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void GibMonster( void ) {} // UNDONE: Throw turret gibs?
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virtual void StopShooting() {};
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virtual bool NeedsLineOfSight() const;
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// Think functions
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void EXPORT ActiveThink(void);
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void EXPORT SearchThink(void);
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void EXPORT AutoSearchThink(void);
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void EXPORT TurretDeath(void);
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virtual void EXPORT SpinDownCall(void) { m_iSpin = 0; }
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virtual void EXPORT SpinUpCall(void) { m_iSpin = 1; }
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// void SpinDown(void);
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// float EXPORT SpinDownCall( void ) { return SpinDown(); }
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// virtual float SpinDown(void) { return 0;}
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// virtual float Retire(void) { return 0;}
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void EXPORT Deploy(void);
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void EXPORT Retire(void);
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void EXPORT Initialize(void);
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virtual void Ping(void);
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virtual void EyeOn(void);
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virtual void EyeOff(void);
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// other functions
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void SetTurretAnim(TURRET_ANIM anim);
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int MoveTurret(void);
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virtual void Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { };
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float m_flMaxSpin; // Max time to spin the barrel w/o a target
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int m_iSpin;
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CSprite *m_pEyeGlow;
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int m_eyeBrightness;
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int m_iDeployHeight;
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int m_iRetractHeight;
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int m_iMinPitch;
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int m_iBaseTurnRate; // angles per second
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float m_fTurnRate; // actual turn rate
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int m_iOrientation; // 0 = floor, 1 = Ceiling
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int m_iOn;
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int m_fBeserk; // Sometimes this bitch will just freak out
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int m_iAutoStart; // true if the turret auto deploys when a target
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// enters its range
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Vector m_vecLastSight;
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float m_flLastSight; // Last time we saw a target
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float m_flMaxWait; // Max time to seach w/o a target
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int m_iSearchSpeed; // Not Used!
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// movement
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float m_flStartYaw;
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Vector m_vecCurAngles;
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Vector m_vecGoalAngles;
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float m_flPingTime; // Time until the next ping, used when searching
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float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching
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};
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class CTurret : public CBaseTurret
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{
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public:
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void Spawn(void);
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void Precache(void);
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// Think functions
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void SpinUpCall(void);
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void SpinDownCall(void);
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// other functions
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void Shoot(Vector &vecSrc, Vector &vecDirToEnemy);
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private:
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int m_iStartSpin;
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};
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class CMiniTurret : public CBaseTurret
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{
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public:
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void Spawn( );
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void Precache(void);
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// other functions
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void Shoot(Vector &vecSrc, Vector &vecDirToEnemy);
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};
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//=========================================================
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// Sentry gun - smallest turret, placed near grunt entrenchments
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//=========================================================
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class CSentry : public CBaseTurret
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{
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public:
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void Spawn( );
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void Precache(void);
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// other functions
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void Shoot(Vector &vecSrc, Vector &vecDirToEnemy);
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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void EXPORT SentryTouch( CBaseEntity *pOther );
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void EXPORT SentryDeath( void );
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};
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#endif
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