Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_OBJ_TELEPORTER_H
#define C_OBJ_TELEPORTER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseobject.h"
#include "ObjectControlPanel.h"
class C_ObjectTeleporter : public C_BaseObject { DECLARE_CLASS( C_ObjectTeleporter, C_BaseObject ); public: DECLARE_CLIENTCLASS();
C_ObjectTeleporter();
virtual void OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void GetTargetIDDataString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sDataString, int iMaxLenInBytes );
virtual void ClientThink( void );
virtual void UpdateOnRemove();
virtual CStudioHdr *OnNewModel( void );
virtual bool IsPlacementPosValid( void );
float GetChargeTime( void );
float GetCurrentRechargeDuration( void ) { return m_flCurrentRechargeDuration; }
int GetState( void ) { return m_iState; }
int GetTimesUsed( void );
void StartChargedEffects( void ); void StopChargedEffects( void );
void StartActiveEffects( void ); void StopActiveEffects( void );
void StartBuildingEffects( void ); void StopBuildingEffects( void );
virtual void SetInvisibilityLevel( float flValue ); void UpdateTeleporterEffects( void );
virtual void UpdateDamageEffects( BuildingDamageLevel_t damageLevel );
virtual int GetUpgradeLevel( void ) { return m_iUpgradeLevel; } int GetUpgradeMetal( void ) { return m_iUpgradeMetal; } //virtual int GetUpgradeMetalRequired( void ) { return GetObjectInfo( GetType() )->m_UpgradeCost; }
virtual void UpgradeLevelChanged( void );
virtual void OnGoInactive( void ) OVERRIDE;
private: int m_iState; int m_iOldState; float m_flRechargeTime; float m_flCurrentRechargeDuration; int m_iTimesUsed; float m_flYawToExit; bool m_bMatchBuilding; bool m_bOldMatchBuilding;
int m_iDirectionArrowPoseParam;
HPARTICLEFFECT m_hChargedEffect; HPARTICLEFFECT m_hDirectionEffect;
HPARTICLEFFECT m_hChargedLeftArmEffect; HPARTICLEFFECT m_hChargedRightArmEffect;
HPARTICLEFFECT m_hBuildingLeftArmEffect; HPARTICLEFFECT m_hBuildingRightArmEffect;
CSoundPatch *m_pSpinSound;
private: C_ObjectTeleporter( const C_ObjectTeleporter & ); // not defined, not accessible
};
#endif //C_OBJ_TELEPORTER_H
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