//======== (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: Marine sentry turret. // // $Workfile: AvHMarineTurret.h$ // $Date: 2002/11/22 21:25:27 $ // //------------------------------------------------------------------------------- // $Log: AvHMarineTurret.h,v $ // Revision 1.6 2002/11/22 21:25:27 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 1.5 2002/11/06 01:39:21 Flayra // - Turrets now need an active turret factory to be active // // Revision 1.4 2002/10/16 01:01:30 Flayra // - Removed unneeded sounds // // Revision 1.3 2002/09/23 22:22:30 Flayra // - Marine turrets send "sentry firing" and "sentry taking damage" alerts // // Revision 1.2 2002/07/23 17:13:18 Flayra // - Always draw muzzle flash, calculate range in 2D // // Revision 1.1 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #ifndef AVH_MARINE_TURRET_H #define AVH_MARINE_TURRET_H #include "AvHTurret.h" class AvHMarineTurret : public AvHTurret { public: AvHMarineTurret(); AvHMarineTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3); virtual void CheckEnabledState(); virtual int GetSetEnabledAnimation() const; virtual char* GetDeploySound() const; char* GetModelName() const; virtual char* GetPingSound() const; virtual int GetRecycleAnimation() const; virtual int GetXYRange() const; virtual void Precache(void); virtual void SetEnabledState(bool inState, bool inForce = false); virtual void Shoot(const Vector &inOrigin, const Vector &inDirToEnemy, const Vector& inVecEnemyVelocity); virtual void Spawn(); virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType); }; #endif