47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __GAME_STRUCTURES_DEPLOYREQUEST_H__
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#define __GAME_STRUCTURES_DEPLOYREQUEST_H__
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class sdDeployRequest {
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public:
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typedef sdDeployRequest* deployRequestPtr_t;
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sdDeployRequest( idFile* file );
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sdDeployRequest( const sdDeclDeployableObject* _object, idPlayer* _owner, const idVec3& _position, float _rotation, sdTeamInfo* _team, int delayMS );
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~sdDeployRequest( void );
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static void UpdateRenderEntity( renderEntity_t& renderEntity, const idVec4& color, const idVec3& position );
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void SetupModel( void );
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bool CheckBlock( const idBounds& bounds );
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const sdDeclDeployableObject* GetObject( void ) const { return object; }
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bool Update( idPlayer* player );
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void Show( void );
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void Hide( void );
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void WriteCreateEvent( int index, const sdReliableMessageClientInfoBase& info ) const;
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void WriteDestroyEvent( int index ) const;
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void Write( idFile* file ) const;
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private:
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bool CallForDropOff( void );
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idEntityPtr< idPlayer > owner;
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sdTeamInfo* team;
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const sdDeclDeployableObject* object;
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renderEntity_t renderEntity;
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qhandle_t renderEntityHandle;
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idVec3 position;
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idBounds bounds;
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int callTime;
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float rotation;
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};
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#endif // __GAME_STRUCTURES_DEPLOYREQUEST_H__
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