NS/releases/3.1.1/source/dlls/turret.h

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