//======== (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 "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