Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef ENTITYFLAME_H
#define ENTITYFLAME_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_planesolver.h"
#define FLAME_DAMAGE_INTERVAL 0.2f // How often to deal damage.
#define FLAME_DIRECT_DAMAGE_PER_SEC 5.0f
#define FLAME_RADIUS_DAMAGE_PER_SEC 4.0f
#define FLAME_DIRECT_DAMAGE ( FLAME_DIRECT_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL )
#define FLAME_RADIUS_DAMAGE ( FLAME_RADIUS_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL )
#define FLAME_MAX_LIFETIME_ON_DEAD_NPCS 10.0f
class CAI_Link;
class CEntityFlame : public CBaseEntity { DECLARE_SERVERCLASS(); DECLARE_CLASS( CEntityFlame, CBaseEntity ); DECLARE_DATADESC();
public: static CEntityFlame *Create( CBaseEntity *pTarget, float flLifetime, float flSize = 0.0f, bool bUseHitboxes = true );
CEntityFlame( void );
void AttachToEntity( CBaseEntity *pTarget ); void SetLifetime( float lifetime ); void SetUseHitboxes( bool use );
void SetNumHitboxFires( int iNumHitBoxFires ); void SetHitboxFireScale( float flHitboxFireScale );
float GetRemainingLife( void ) const; int GetNumHitboxFires( void ); float GetHitboxFireScale( void );
virtual void Precache(); virtual void UpdateOnRemove();
virtual void Spawn(); virtual void Activate();
void UseCheapEffect( bool bCheap );
void SetSize( float size ) { m_flSize = size; } void SetAttacker( CBaseEntity *pAttacker ) { m_hAttacker = pAttacker; } CBaseEntity *GetAttacker( void ) const;
protected: void FlameThink( void );
CNetworkHandle( CBaseEntity, m_hEntAttached ); // The entity that we are burning (attached to).
CNetworkVar( bool, m_bCheapEffect );
CNetworkVar( float, m_flSize ); CNetworkVar( bool, m_bUseHitboxes ); CNetworkVar( int, m_iNumHitboxFires ); CNetworkVar( float, m_flHitboxFireScale );
CNetworkVar( float, m_flLifetime ); string_t m_iszPlayingSound; // Track the sound so we can StopSound later
EHANDLE m_hAttacker;
int m_iDangerSound; bool m_bPlayingSound; CUtlVector< CAI_Link * > m_DangerLinks; Obstacle_t m_hObstacle; };
#endif // ENTITYFLAME_H
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