Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef C_PLANTEDC4_H
#define C_PLANTEDC4_H
#include "cbase.h"
#include "in_buttons.h"
#include "decals.h"
#include "c_cs_player.h"
#include "utlvector.h"
// ------------------------------------------------------------------------------------------ //
// CPlantedC4 class.
// For now to show the planted c4 on the radar - client proxy to remove the CBaseAnimating
// network vars?
// ------------------------------------------------------------------------------------------ //
class C_PlantedC4 : public C_BaseAnimating { public: DECLARE_CLASS( C_PlantedC4, CBaseAnimating ); DECLARE_CLIENTCLASS();
C_PlantedC4(); virtual ~C_PlantedC4();
void Explode( void ); void Spawn( void ); virtual void SetDormant( bool bDormant );
void ClientThink( void );
int GetSecondsRemaining( void ) { return ceil( m_flC4Blow - gpGlobals->curtime ); }
inline bool IsBombActive( void ) { return m_bBombTicking; } CNetworkVar( bool, m_bBombTicking );
float m_flNextGlow; float m_flNextBeep;
float m_flC4Blow; float m_flTimerLength;
CNetworkVar( float, m_flDefuseLength ); CNetworkVar( float, m_flDefuseCountDown );
float GetDefuseProgress( void ) { float flProgress = 1.0f;
if( m_flDefuseLength > 0.0 ) { flProgress = ( ( m_flDefuseCountDown - gpGlobals->curtime ) / m_flDefuseLength ); }
return flProgress; }
float m_flNextRadarFlashTime; // next time to change flash state
bool m_bRadarFlash; // is the flash on or off
CNewParticleEffect *m_pC4Explosion; // client side explosion particle effect for the bomb
};
extern CUtlVector< C_PlantedC4* > g_PlantedC4s;
#endif //C_PLANTEDC4_H
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