ns/releases/3.05f/source/mod/AvHMarineTurret.h
2005-07-14 17:41:41 +00:00

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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: 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 "mod/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