Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TFC_BUILDING_H
#define TFC_BUILDING_H
#ifdef _WIN32
#pragma once
#endif
#include "baseanimating.h"
#include "tfc_shareddefs.h"
class CTFBaseBuilding : public CBaseAnimating { public: EHANDLE real_owner; };
class CTFTeleporter : public CTFBaseBuilding { public: void Spawn(void); void Precache(void);
void EXPORT Teleporter_Explode( void ); void EXPORT TeleporterThink( void ); void EXPORT TeleporterTouch( CBaseEntity *pOther );
Class_T Classify(void) { return CLASS_MACHINE; }; int BloodColor( void ) { return DONT_BLEED; }
void Remove( void );
void TeamFortress_TakeEMPBlast(CBaseEntity* pevGren); void Finished( void ); static CTFTeleporter *CreateTeleporter( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, int type ); BOOL EngineerUse( CBasePlayer *pPlayer ); void Killed( CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, int iGib ); void TeleporterSend( CBasePlayer *pPlayer ); void TeleporterReceive( CBasePlayer *pPlayer, float flDelay ); void TeleporterKilled( void ); BOOL TeleportersReady( void ); void TeleporterFadePlayer( int direction ); void TeleporterProcessFade( void ); void SetTeleporterRings( int state ); void SetTeleporterParticles( int state ); float GetDamageMultiplier( void ); CTFTeleporter* FindMatch( void ); const Vector& GetTeamColor( void ); bool PlayerIsStandingOnTeleporter( CBaseEntity *pOther );
CBasePlayer *m_pPlayer; // player being teleported
float m_flInitialUseDelay;
int m_iType; // entry or exit
int m_iState; // state of the teleporter (idle, ready, sending, etc.)
int m_iDestroyed; // has this teleporter been destroyed
int m_iShardIndex; // Metal shards
float m_flMyNextThink; // used to control the pace at which the teleporters work
float m_flDamageDelay; // damage multiplier that slows the teleporters when they're damaged
};
#endif // TFC_BUILDING_H
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