Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef TF_OBJ_CATAPULT_H
#define TF_OBJ_CATAPULT_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
class CTFPlayer;
#define CATAPULT_MAX_HEALTH 150
#ifdef STAGING_ONLY
// ------------------------------------------------------------------------ //
// Base catapult object
// ------------------------------------------------------------------------ //
class CObjectCatapult : public CBaseObject { DECLARE_CLASS( CObjectCatapult, CBaseObject ); DECLARE_DATADESC(); public: //DECLARE_SERVERCLASS();
CObjectCatapult();
virtual void Spawn(); virtual void Precache(); virtual bool IsPlacementPosValid( void );
virtual void StartTouch( CBaseEntity *pOther ); virtual void EndTouch( CBaseEntity *pOther );
void CatapultThink();
virtual void OnGoActive();
// Wrench hits
//virtual bool Command_Repair( CTFPlayer *pActivator, float flRepairMod );
//virtual bool InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
// Upgrading
//virtual bool IsUpgrading( void ) const { return false; }
//virtual bool CheckUpgradeOnHit( CTFPlayer *pPlayer );
virtual int GetBaseHealth( void ) { return CATAPULT_MAX_HEALTH; } private: void Launch( CBaseEntity* pEnt );
struct Jumper_t { CHandle< CBaseEntity > m_hJumper; float flTouchTime; }; CUtlVector< Jumper_t > m_jumpers; };
#endif // STAGING_ONLY
#endif // TF_OBJ_CATAPULT_H
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