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65 lines
2.5 KiB
C
65 lines
2.5 KiB
C
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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Marine sentry turret.
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//
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// $Workfile: AvHMarineTurret.h$
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// $Date: 2002/11/22 21:25:27 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineTurret.h,v $
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// Revision 1.6 2002/11/22 21:25:27 Flayra
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// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
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// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
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// - mp_consistency changes
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//
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// Revision 1.5 2002/11/06 01:39:21 Flayra
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// - Turrets now need an active turret factory to be active
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//
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// Revision 1.4 2002/10/16 01:01:30 Flayra
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// - Removed unneeded sounds
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//
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// Revision 1.3 2002/09/23 22:22:30 Flayra
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// - Marine turrets send "sentry firing" and "sentry taking damage" alerts
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//
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// Revision 1.2 2002/07/23 17:13:18 Flayra
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// - Always draw muzzle flash, calculate range in 2D
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//
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// Revision 1.1 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_MARINE_TURRET_H
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#define AVH_MARINE_TURRET_H
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#include "mod/AvHTurret.h"
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class AvHMarineTurret : public AvHTurret
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{
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public:
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AvHMarineTurret();
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AvHMarineTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3);
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virtual void CheckEnabledState();
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virtual int GetSetEnabledAnimation() const;
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virtual char* GetDeploySound() const;
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char* GetModelName() const;
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virtual char* GetPingSound() const;
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virtual int GetRecycleAnimation() const;
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virtual int GetXYRange() const;
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virtual void Precache(void);
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virtual void SetEnabledState(bool inState, bool inForce = false);
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virtual void Shoot(const Vector &inOrigin, const Vector &inDirToEnemy, const Vector& inVecEnemyVelocity);
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virtual void Spawn();
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virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType);
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};
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#endif
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