mirror of
https://github.com/shawns-valve/halflife.git
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173 lines
5.1 KiB
C++
173 lines
5.1 KiB
C++
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., 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:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef DISK_OBJECTS_H
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#define DISK_OBJECTS_H
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#pragma once
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// Disc objects
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class CDiscWeapon;
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class CDisc : public CGrenade
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{
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public:
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void Spawn( void );
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void Precache( void );
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void EXPORT DiscTouch( CBaseEntity *pOther );
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void EXPORT DiscThink( void );
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static CDisc *CreateDisc( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CDiscWeapon *pLauncher, bool bDecapitator, int iPowerupFlags );
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//void SetObjectCollisionBox( void );
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void ReturnToThrower( void );
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virtual BOOL IsDisc( void ) { return TRUE; };
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float m_fDontTouchEnemies; // Prevent enemy touches for a bit
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float m_fDontTouchOwner; // Prevent friendly touches for a bit
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int m_iBounces; // Number of bounces
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EHANDLE m_hOwner; // Don't store in pev->owner, because it needs to hit its owner
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CDiscWeapon *m_pLauncher; // pointer back to the launcher that fired me.
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int m_iTrail;
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int m_iSpriteTexture;
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bool m_bDecapitate; // True if this is a decapitating shot
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bool m_bRemoveSelf; // True if the owner of this disc has died
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int m_iPowerupFlags;// Flags for any powerups active on this disc
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bool m_bTeleported; // Disc has gone through a teleport
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EHANDLE m_pLockTarget;
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Vector m_vecActualVelocity;
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Vector m_vecSideVelocity;
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Vector m_vecOrg;
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};
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//===============================================================================
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// DISCWAR OBJECTS
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//===============================================================================
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class CBaseTrigger : public CBaseToggle
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{
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public:
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void EXPORT TeleportTouch ( CBaseEntity *pOther );
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void KeyValue( KeyValueData *pkvd );
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void EXPORT MultiTouch( CBaseEntity *pOther );
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void EXPORT HurtTouch ( CBaseEntity *pOther );
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void EXPORT CDAudioTouch ( CBaseEntity *pOther );
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void ActivateMultiTrigger( CBaseEntity *pActivator );
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void EXPORT MultiWaitOver( void );
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void EXPORT CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void InitTrigger( void );
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virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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};
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// Brush that's status gets toggled by a disc hit
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#define LAST_HITBY_FRIENDLY 1
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#define LAST_HITBY_ENEMY 2
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class CDiscTarget : public CBaseTrigger
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Spawn( void );
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void Reset( void );
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void EXPORT DiscToggleTouch( CBaseEntity *pOther );
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int m_iszFriendlyHit;
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int m_iszEnemyHit;
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int m_iState;
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};
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//=========================================================
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// Powerup object
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class CDiscwarPowerup : public CBaseAnimating
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{
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public:
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void Spawn( void );
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void Activate( void );
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void Precache( void );
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void EXPORT PowerupTouch( CBaseEntity *pOther );
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void EXPORT ChoosePowerupThink( void );
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void EXPORT RemovePowerupThink( void );
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void EXPORT AnimateThink( void );
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void SetObjectCollisionBox( void );
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void Disable();
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void Enable();
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EHANDLE m_hPlayerIGaveTo;
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int m_iPowerupType;
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};
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//===============================================================================
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// Brush that toggles between gone/there
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#define PLAT_FADE_TIME 2.0
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class CPlatToggleRemove : public CBaseEntity
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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void Reset( void );
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void EXPORT PlatToggleRemoveUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT PlatRemoveThink( void );
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float m_flRemoveAt;
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};
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//===============================================================================
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// Trigger that jumps a player to a target point
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class CTriggerJump : public CBaseTrigger
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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void Activate( void );
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void Precache( void );
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void EXPORT JumpTouch( CBaseEntity *pOther );
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void EXPORT JumpUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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Vector m_vecTargetOrg;
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float m_flHeight;
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int m_iState;
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private:
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unsigned short m_usJump;
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};
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//===============================================================================
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// Trigger that returns discs to their thrower immediately
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class CTriggerDiscReturn : public CBaseTrigger
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{
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public:
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void Spawn( void );
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void Precache( void );
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void EXPORT DiscReturnTouch( CBaseEntity *pOther );
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};
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//===============================================================================
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// Trigger that starts the fall animation for players
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class CTriggerFall : public CBaseTrigger
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{
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public:
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void Spawn( void );
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void EXPORT FallTouch( CBaseEntity *pOther );
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};
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#endif // DISK_OBJECTS_H
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