Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOD_BOMBTARGET_H
#define DOD_BOMBTARGET_H
#ifdef _WIN32
#pragma once
#endif
#include "baseanimating.h"
#include "dod_control_point.h"
#define DOD_BOMB_TARGET_MODEL_ARMED "models/weapons/w_tnt.mdl"
#define DOD_BOMB_TARGET_MODEL_TARGET "models/weapons/w_tnt_red.mdl"
#define DOD_BOMB_TARGET_MODEL_UNAVAILABLE "models/weapons/w_tnt_grey.mdl"
class CDODBombTarget;
class CDODBombTargetStateInfo { public: BombTargetState m_iState; const char *m_pStateName;
void (CDODBombTarget::*pfnEnterState)(); // Init and deinit the state.
void (CDODBombTarget::*pfnLeaveState)(); void (CDODBombTarget::*pfnThink)(); // Do a PreThink() in this state.
void (CDODBombTarget::*pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); };
struct DefusingPlayer { CHandle<CDODPlayer> m_pPlayer;
float m_flDefuseTimeoutTime; float m_flDefuseCompleteTime; };
class CDODBombTarget : public CBaseAnimating { public: DECLARE_CLASS( CDODBombTarget, CBaseAnimating ); DECLARE_DATADESC();
DECLARE_NETWORKCLASS();
CDODBombTarget() {}
virtual void Spawn( void ); virtual void Precache( void );
// Set these flags so players can use the bomb target ( for planting or defusing )
virtual int ObjectCaps( void );
// Inputs
void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata );
// State Functions
void State_Transition( BombTargetState newState ); void State_Enter( BombTargetState newState ); void State_Leave(); void State_Think(); void State_Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int State_Get( void ) { return m_iState; }
CDODBombTargetStateInfo* State_LookupInfo( BombTargetState state );
// Enter
void State_Enter_INACTIVE( void ); void State_Enter_ACTIVE( void ); void State_Enter_ARMED( void );
// Leave
void State_Leave_Armed( void );
// Think
void State_Think_ARMED( void );
// Use
void State_Use_ACTIVE( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void State_Use_ARMED( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
float GetBombTimerLength( void );
// Get the dod_control_point that we're linked to
CControlPoint *GetControlPoint( void );
bool CanPlantHere( CDODPlayer *pPlayer ); void CompletePlanting( CDODPlayer *pPlantingPlayer );
void DefuseBlocked( CDODPlayer *pAttacker ); void PlantBlocked( CDODPlayer *pAttacker );
int GetTimerAddSeconds( void ) { return m_iTimerAddSeconds; }
int GetBombingTeam( void ) { return m_iBombingTeam; }
DefusingPlayer *FindDefusingPlayer( CDODPlayer *pPlayer ); void Explode( void ); void BombDefused( CDODPlayer *pDefuser ); void ResetDefuse( int index );
bool CanPlayerStartDefuse( CDODPlayer *pPlayer ); bool CanPlayerContinueDefusing( CDODPlayer *pPlayer, DefusingPlayer *pDefuseRecord ); private:
// Control Point we're linked to
string_t m_iszCapPointName; CControlPoint *m_pControlPoint;
// Outputs
COutputEvent m_OnBecomeActive; COutputEvent m_OnBecomeInactive; COutputEvent m_OnBombPlanted; COutputEvent m_OnBombExploded; COutputEvent m_OnBombDisarmed;
// state
CNetworkVar( int, m_iState ); CDODBombTargetStateInfo *m_pCurStateInfo; bool m_bStartDisabled;
// timers for armed state
float m_flExplodeTime; float m_flNextAnnounce;
// player that planted this bomb
CHandle<CDODPlayer> m_pPlantingPlayer;
// The team that is allowed to plant bombs here
CNetworkVar( int, m_iBombingTeam );
// network the model indices of active bomb so we can change per-team
CNetworkVar( int, m_iTargetModel ); CNetworkVar( int, m_iUnavailableModel );
int m_iTimerAddSeconds;
// List of defusing players and time until completion
CUtlVector< DefusingPlayer > m_DefusingPlayers;
private: CDODBombTarget( const CDODBombTarget & ); };
#endif //DOD_BOMBTARGET_H
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