Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_C4_H
#define WEAPON_C4_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_csbase.h"
#include "utlvector.h"
#define NUM_BEEPS 7
#if defined( CLIENT_DLL )
#define CC4 C_C4
#else
// ------------------------------------------------------------------------------------------ //
// CPlantedC4 class.
// ------------------------------------------------------------------------------------------ //
class CPlantedC4 : public CBaseAnimating
{
public:
DECLARE_CLASS( CPlantedC4, CBaseAnimating );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
DECLARE_PREDICTABLE();
CPlantedC4();
virtual ~CPlantedC4();
virtual void Spawn();
virtual int UpdateTransmitState();
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
static CPlantedC4* ShootSatchelCharge( CCSPlayer *pevOwner, Vector vecStart, QAngle vecAngles );
virtual void Precache();
// Set these flags so CTs can use the C4 to disarm it.
virtual int ObjectCaps() { return BaseClass::ObjectCaps() | (FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE); }
void SetBombSiteIndex( int iIndex ){ m_iBombSiteIndex = iIndex; }
inline bool IsBombActive( void ) { return m_bBombTicking; }
CCSPlayer* GetPlanter( void ) { return m_pPlanter; }
void SetPlanter( CCSPlayer* player ) { m_pPlanter = player; }
CCSPlayer* GetDefuser( void ) { return m_pBombDefuser; }
void SetPlantedAfterPickup( bool plantedAfterPickup ) { m_bPlantedAfterPickup = plantedAfterPickup; }
public:
CNetworkVar( bool, m_bBombTicking );
CNetworkVar( float, m_flC4Blow );
COutputEvent m_OnBombDefused;
COutputEvent m_OnBombBeginDefuse;
COutputEvent m_OnBombDefuseAborted;
protected:
virtual void Init( CCSPlayer *pevOwner, Vector vecStart, QAngle vecAngles, bool bTrainingPlacedByPlayer );
// used for the training map where the map spawns the bomb and sets the timer manually
virtual void ActivateSetTimerLength( float flTimerLength );
void C4Think();
bool m_bTrainingPlacedByPlayer;
bool m_bHasExploded;
private:
// This becomes the think function when the timer has expired and it is about to explode.
void DetonateThink();
virtual void Explode( trace_t *pTrace, int bitsDamageType );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Replicate timer length to the client for effects
CNetworkVar( float, m_flTimerLength );
// Info for defusing.
bool m_bBeingDefused;
CHandle<CCSPlayer> m_pBombDefuser;
float m_fLastDefuseTime;
int m_iBombSiteIndex;
CNetworkVar( float, m_flDefuseLength ); //How long does the defuse take? Depends on if a defuser was used
CNetworkVar( float, m_flDefuseCountDown ); //What time does the defuse complete?
CNetworkVar( bool, m_bBombDefused );
CNetworkVar( CHandle<CCSPlayer>, m_hBombDefuser );
// Control panel
void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
void SpawnControlPanels( void );
void RemoveControlPanels( void );
typedef CHandle<CVGuiScreen> ScreenHandle_t;
CUtlVector<ScreenHandle_t> m_hScreens;
int m_iProgressBarTime;
bool m_bVoiceAlertFired;
// [tj] We need to store who planted the bomb so we can track who deserves credits for the kills
CHandle<CCSPlayer> m_pPlanter;
// [tj] We need to know if this was planted by a player who recovered the bomb
bool m_bPlantedAfterPickup;
};
// ------------------------------------------------------------------------------------------ //
// CPlantedC4 class.
// ------------------------------------------------------------------------------------------ //
class CPlantedC4Training : public CPlantedC4
{
public:
DECLARE_CLASS( CPlantedC4Training, CPlantedC4 );
DECLARE_DATADESC();
//DECLARE_SERVERCLASS();
DECLARE_PREDICTABLE();
//CPlantedC4Training();
//virtual ~CPlantedC4Training();
void InputActivateSetTimerLength( inputdata_t &inputdata );
COutputEvent m_OnBombExploded; //Fired when the bomb explodes
protected:
//virtual void Init( CCSPlayer *pevOwner, Vector vecStart, QAngle vecAngles );
virtual void Explode( trace_t *pTrace, int bitsDamageType );
};
extern CUtlVector< CPlantedC4* > g_PlantedC4s;
#endif
#define WEAPON_C4_CLASSNAME "weapon_c4"
#define PLANTED_C4_CLASSNAME "planted_c4"
#define PLANTED_C4TRAINING_CLASSNAME "planted_c4_training"
class CC4 : public CWeaponCSBase
{
public:
DECLARE_CLASS( CC4, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CC4();
virtual ~CC4();
virtual void Spawn();
void ItemPostFrame();
virtual void WeaponReset( void );
virtual void PrimaryAttack();
virtual void WeaponIdle();
virtual void UpdateShieldState( void );
virtual float GetMaxSpeed() const;
virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_C4; }
virtual bool Deploy( void ); // returns true is deploy was successful
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
#ifdef CLIENT_DLL
void ClientThink( void );
virtual void OnDataChanged( DataUpdateType_t type );
virtual void UpdateOnRemove( void );
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
char *GetScreenText( void );
char m_szScreenText[32];
CUtlReference<CNewParticleEffect> m_hC4LED;
void CreateLEDEffect( void );
void RemoveLEDEffect( void );
EHANDLE m_hParticleEffectOwner;
virtual Vector GetGlowColor( void ) { return Vector( (240.0f/255.0f), (225.0f/255.0f), (90.0f/255.0f) ); }
#else
virtual void Precache();
virtual int UpdateTransmitState();
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual bool ShouldRemoveOnRoundRestart();
void SetDroppedFromDeath (bool droppedFromDeath) { m_bDroppedFromDeath = droppedFromDeath; }
void Think( void );
void ResetToLastValidPlayerHeldPosition();
virtual void PhysicsTouchTriggers(const Vector *pPrevAbsOrigin = NULL);
private:
Vector m_vecLastValidPlayerHeldPosition;
public:
#endif
void AbortBombPlant();
void PlayArmingBeeps( void );
void PlayPlantInitSound( void );
virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
virtual void Drop( const Vector &vecVelocity );
CNetworkVar( bool, m_bStartedArming );
CNetworkVar( float, m_fArmedTime );
CNetworkVar( bool, m_bBombPlacedAnimation );
CNetworkVar( bool, m_bShowC4LED );
CNetworkVar( bool, m_bIsPlantingViaUse );
virtual bool IsRemoveable( void ) { return false; }
private:
bool m_bPlayedArmingBeeps[NUM_BEEPS];
bool m_bBombPlanted;
// [tj] we want to store if this bomb was dropped because the original owner was killed
bool m_bDroppedFromDeath;
private:
CC4( const CC4 & );
};
#endif // WEAPON_C4_H