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74 lines
2.5 KiB
C
74 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: The marine siege cannon
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//
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// $Workfile: AvHSiegeTurret.h$
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// $Date: 2002/11/22 21:26:06 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHSiegeTurret.h,v $
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// Revision 1.7 2002/11/22 21:26:06 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 1.6 2002/10/16 01:07:36 Flayra
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// - Removed unused sounds
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//
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// Revision 1.5 2002/09/23 22:32:14 Flayra
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// - Removed minimum range for siege
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//
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// Revision 1.4 2002/08/16 02:48:10 Flayra
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// - New damage model
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//
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// Revision 1.3 2002/07/23 17:27:47 Flayra
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// - Siege no longer requires LOS (so it's actual siege)
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//
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// Revision 1.2 2002/07/01 21:47:27 Flayra
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// - Added siege shockwave effect, added view shaking effects
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//
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// Revision 1.1 2002/05/23 02:33:20 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_SIEGE_TURRET_H
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#define AVH_SIEGE_TURRET_H
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#include "mod/AvHMarineTurret.h"
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class AvHSiegeTurret : public AvHMarineTurret
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{
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public:
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AvHSiegeTurret();
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virtual void CheckEnabledState();
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virtual char* GetDeploySound() const;
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virtual char* GetModelName() const;
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virtual char* GetPingSound() const;
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virtual bool GetRequiresLOS() const;
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virtual int GetDamageType() const;
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virtual bool GetIsValidTarget(CBaseEntity* inEntity) const;
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virtual int GetPointValue(void) const;
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//virtual int GetMinimumRange() const;
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virtual int GetXYRange() const;
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virtual void Precache(void);
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virtual void ResetEntity();
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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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private:
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float mTimeLastFired;
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int mShockwaveTexture;
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};
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#endif
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