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136 lines
3.8 KiB
136 lines
3.8 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//---------------------------------------------------------
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// Helicopter flags
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//---------------------------------------------------------
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enum HelicopterFlags_t
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{
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BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming
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BITS_HELICOPTER_MISSILE_ON = 0x00000002, // Missile turrets are on and aiming
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};
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define SF_NOWRECKAGE 0x08
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#define SF_NOROTORWASH 0x20
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#define SF_AWAITINPUT 0x40
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define BASECHOPPER_MAX_SPEED 400.0f
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#define BASECHOPPER_MAX_FIRING_SPEED 250.0f
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#define BASECHOPPER_MIN_ROCKET_DIST 1000.0f
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#define BASECHOPPER_MAX_GUN_DIST 2000.0f
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//=========================================================
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//=========================================================
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class CBaseHelicopter : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CBaseHelicopter, CAI_BaseNPC );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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void Spawn( void );
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void Precache( void );
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void Event_Killed( const CTakeDamageInfo &info );
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void StopLoopingSounds();
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int BloodColor( void ) { return DONT_BLEED; }
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void GibMonster( void );
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Class_T Classify ( void ) { return CLASS_HUMAN_MILITARY; }
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void CallDyingThink( void ) { DyingThink(); }
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bool HasEnemy( void ) { return GetEnemy() != NULL; }
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void CheckEnemy( CBaseEntity *pEnemy );
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virtual bool ChooseEnemy( void );
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virtual void HelicopterThink( void );
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virtual void HelicopterPostThink( void ) { };
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virtual void FlyTouch( CBaseEntity *pOther );
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virtual void CrashTouch( CBaseEntity *pOther );
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virtual void DyingThink( void );
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virtual void Startup( void );
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virtual void NullThink( void );
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virtual void Flight( void );
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virtual void ShowDamage( void ) {};
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virtual void FlyPathCorners( void );
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void UpdatePlayerDopplerShift( void );
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virtual void Hunt( void );
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virtual bool IsCrashing( void ) { return m_lifeState != LIFE_ALIVE; }
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virtual float GetAcceleration( void ) { return 5; }
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virtual bool HasReachedTarget( void );
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virtual void OnReachedTarget( CBaseEntity *pTarget ) {};
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virtual void ApplySidewaysDrag( const Vector &vecRight );
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virtual void ApplyGeneralDrag( void );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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virtual bool FireGun( void );
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virtual float GetRotorVolume( void ) { return 1.0; }
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virtual void InitializeRotorSound( void );
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virtual void UpdateRotorSoundPitch( int iPitch );
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virtual void AimRocketGun(void) {};
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virtual void FireRocket( Vector vLaunchPos, Vector vLaunchDir ) {};
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void DrawDebugGeometryOverlays(void);
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CSoundPatch *m_pRotorSound;
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float m_flForce;
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int m_fHelicopterFlags;
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Vector m_vecDesiredFaceDir;
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Vector m_vecDesiredPosition;
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Vector m_vecGoalOrientation; // orientation of the goal entity.
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float m_flLastSeen;
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float m_flPrevSeen;
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int m_iSoundState; // don't save this
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Vector m_vecTarget;
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Vector m_vecTargetPosition;
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float m_flMaxSpeed; // Maximum speed of the helicopter.
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float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing guns.
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float m_flGoalSpeed; // Goal speed
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float m_flInitialSpeed;
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float m_angleVelocity;
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void ChangePathCorner( const char *pszName );
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// Inputs
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void InputChangePathCorner( inputdata_t &inputdata );
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void InputActivate( inputdata_t &inputdata );
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// Outputs
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COutputEvent m_AtTarget; // Fired when pathcorner has been reached
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COutputEvent m_LeaveTarget; // Fired when pathcorner is left
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float m_flNextCrashExplosion;
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};
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