Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef TF_OBJ_SPY_TRAP_H
#define TF_OBJ_SPY_TRAP_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
#ifdef STAGING_ONLY
#define SPY_TRAP_MAX_HEALTH 150
// ------------------------------------------------------------------------ //
// Base trap
// ------------------------------------------------------------------------ //
class CObjectSpyTrap : public CBaseObject { DECLARE_CLASS( CObjectSpyTrap, CBaseObject ); DECLARE_DATADESC(); public: //DECLARE_SERVERCLASS();
CObjectSpyTrap();
virtual void Spawn() OVERRIDE; virtual void Precache() OVERRIDE; virtual void SetObjectMode( int iVal ) OVERRIDE; virtual bool IsPlacementPosValid( void ) OVERRIDE; virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE; virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE; virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE; virtual void OnGoActive() OVERRIDE; virtual int GetBaseHealth( void ) OVERRIDE { return SPY_TRAP_MAX_HEALTH; }
void SetTrapType( int nType ) { m_nTrapMode = nType; } int GetTrapType( void ) { return m_nTrapMode; } void SpyTrapThink();
enum AttributeType { TRAP_TRIGGER_FRIENDLY = 1<<0, // Trap triggered by friendlies (a buff)
TRAP_TRIGGER_ONBUILD = 1<<1, // Trap effect happens on placement
TRAP_PULSE_EFFECT = 1<<2, // Trap's effect pulses on a timer
}; void SetAttribute( int attributeFlag ); bool HasAttribute( int attributeFlag ) const;
private: void Activate( CBaseEntity *pTouchEntity ); void Destroy( void ); void TriggerTrapEffects( void );
// Sapper
void TriggerTrap_RadiusCloak( void ); bool IsValidRadiusCloakTarget( CTFPlayer *pTarget );
// Reprogrammer
void TriggerTrap_Reprogrammer( CBaseEntity *pTouchEntity );
// Magnet
void TriggerTrap_Magnet( void );
int m_attributeFlags; bool m_bActive; int m_nTrapMode; float m_flNextTrapEffectTime; float m_flTrapExpireTime; float m_flNextPulseTime; };
inline void CObjectSpyTrap::SetAttribute( int attributeFlag ) { m_attributeFlags |= attributeFlag; }
inline bool CObjectSpyTrap::HasAttribute( int attributeFlag ) const { return m_attributeFlags & attributeFlag ? true : false; }
#endif // STAGING_ONLY
#endif // TF_OBJ_SPY_TRAP_H
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