NS/releases/3.1/source/mod/AvHSiegeTurret.h

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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: The marine siege cannon
//
// $Workfile: AvHSiegeTurret.h$
// $Date: 2002/11/22 21:26:06 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSiegeTurret.h,v $
// Revision 1.7 2002/11/22 21:26:06 Flayra
// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
// - mp_consistency changes
//
// Revision 1.6 2002/10/16 01:07:36 Flayra
// - Removed unused sounds
//
// Revision 1.5 2002/09/23 22:32:14 Flayra
// - Removed minimum range for siege
//
// Revision 1.4 2002/08/16 02:48:10 Flayra
// - New damage model
//
// Revision 1.3 2002/07/23 17:27:47 Flayra
// - Siege no longer requires LOS (so it's actual siege)
//
// Revision 1.2 2002/07/01 21:47:27 Flayra
// - Added siege shockwave effect, added view shaking effects
//
// Revision 1.1 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_SIEGE_TURRET_H
#define AVH_SIEGE_TURRET_H
#include "mod/AvHMarineTurret.h"
class AvHSiegeTurret : public AvHMarineTurret
{
public:
AvHSiegeTurret();
virtual void CheckEnabledState();
virtual char* GetDeploySound() const;
virtual char* GetModelName() const;
virtual char* GetPingSound() const;
virtual bool GetRequiresLOS() const;
virtual int GetDamageType() const;
virtual bool GetIsValidTarget(CBaseEntity* inEntity) const;
virtual int GetPointValue(void) const;
//virtual int GetMinimumRange() const;
virtual int GetXYRange() const;
virtual void Precache(void);
virtual void ResetEntity();
virtual void Shoot(const Vector &inOrigin, const Vector &inDirToEnemy, const Vector& inVecEnemyVelocity);
virtual void Spawn();
private:
float mTimeLastFired;
int mShockwaveTexture;
};
#endif