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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_RPG_H
#define WEAPON_RPG_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#ifdef CLIENT_DLL
#include "iviewrender_beams.h"
#endif
#ifndef CLIENT_DLL
#include "Sprite.h"
#include "npcevent.h"
#include "beam_shared.h"
class CWeaponRPG; class CLaserDot; class RocketTrail; //###########################################################################
// >> CMissile (missile launcher class is below this one!)
//###########################################################################
class CMissile : public CBaseCombatCharacter { DECLARE_CLASS( CMissile, CBaseCombatCharacter );
public: CMissile(); ~CMissile();
#ifdef HL1_DLL
Class_T Classify( void ) { return CLASS_NONE; } #else
Class_T Classify( void ) { return CLASS_MISSILE; } #endif
void Spawn( void ); void Precache( void ); void MissileTouch( CBaseEntity *pOther ); void Explode( void ); void ShotDown( void ); void AccelerateThink( void ); void AugerThink( void ); void IgniteThink( void ); void SeekThink( void ); void DumbFire( void ); void SetGracePeriod( float flGracePeriod );
int OnTakeDamage_Alive( const CTakeDamageInfo &info ); void Event_Killed( const CTakeDamageInfo &info ); virtual float GetDamage() { return m_flDamage; } virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
unsigned int PhysicsSolidMaskForEntity( void ) const;
CHandle<CWeaponRPG> m_hOwner;
static CMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner );
protected: virtual void DoExplosion(); virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed ); virtual int AugerHealth() { return m_iMaxHealth - 20; }
// Creates the smoke trail
void CreateSmokeTrail( void );
// Gets the shooting position
void GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition );
CHandle<RocketTrail> m_hRocketTrail; float m_flAugerTime; // Amount of time to auger before blowing up anyway
float m_flMarkDeadTime; float m_flDamage;
private: float m_flGracePeriodEndsAt;
DECLARE_DATADESC(); };
//-----------------------------------------------------------------------------
// Laser dot control
//-----------------------------------------------------------------------------
CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot ); void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget ); void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable );
//-----------------------------------------------------------------------------
// Specialized mizzizzile
//-----------------------------------------------------------------------------
class CAPCMissile : public CMissile { DECLARE_CLASS( CMissile, CMissile ); DECLARE_DATADESC();
public: static CAPCMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner );
CAPCMissile(); ~CAPCMissile(); void IgniteDelay( void ); void AugerDelay( float flDelayTime ); void ExplodeDelay( float flDelayTime ); void DisableGuiding(); #if defined( HL2_DLL )
virtual Class_T Classify ( void ) { return CLASS_COMBINE; } #endif
void AimAtSpecificTarget( CBaseEntity *pTarget ); void SetGuidanceHint( const char *pHintName );
CAPCMissile *m_pNext;
protected: virtual void DoExplosion(); virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed ); virtual int AugerHealth();
private: void Init(); void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition ); void BeginSeekThink(); void AugerStartThink(); void ExplodeThink(); void APCMissileTouch( CBaseEntity *pOther );
float m_flReachedTargetTime; float m_flIgnitionTime; bool m_bGuidingDisabled; float m_flLastHomingSpeed; EHANDLE m_hSpecificTarget; string_t m_strHint; };
//-----------------------------------------------------------------------------
// Finds apc missiles in cone
//-----------------------------------------------------------------------------
CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle );
#endif
//-----------------------------------------------------------------------------
// RPG
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
#define CWeaponRPG C_WeaponRPG
#endif
class CWeaponRPG : public CBaseHL2MPCombatWeapon { DECLARE_CLASS( CWeaponRPG, CBaseHL2MPCombatWeapon ); public:
CWeaponRPG(); ~CWeaponRPG();
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
void Precache( void );
void PrimaryAttack( void ); virtual float GetFireRate( void ) { return 1; }; void ItemPostFrame( void );
void Activate( void ); void DecrementAmmo( CBaseCombatCharacter *pOwner );
bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); bool Reload( void ); bool WeaponShouldBeLowered( void ); bool Lower( void );
bool CanHolster( void );
virtual void Drop( const Vector &vecVelocity );
int GetMinBurst() { return 1; } int GetMaxBurst() { return 1; } float GetMinRestTime() { return 4.0; } float GetMaxRestTime() { return 4.0; }
void StartGuiding( void ); void StopGuiding( void ); void ToggleGuiding( void ); bool IsGuiding( void );
void NotifyRocketDied( void );
bool HasAnyAmmo( void );
void SuppressGuiding( bool state = true );
void CreateLaserPointer( void ); void UpdateLaserPosition( Vector vecMuzzlePos = vec3_origin, Vector vecEndPos = vec3_origin ); Vector GetLaserPosition( void );
// NPC RPG users cheat and directly set the laser pointer's origin
void UpdateNPCLaserPosition( const Vector &vecTarget ); void SetNPCLaserPosition( const Vector &vecTarget ); const Vector &GetNPCLaserPosition( void ); #ifdef CLIENT_DLL
// We need to render opaque and translucent pieces
virtual RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TWOPASS; }
virtual void NotifyShouldTransmit( ShouldTransmitState_t state ); virtual int DrawModel( int flags ); virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel ); virtual bool IsTranslucent( void );
void InitBeam( void ); void GetWeaponAttachment( int attachmentId, Vector &outVector, Vector *dir = NULL ); void DrawEffects( void ); // void DrawLaserDot( void );
CMaterialReference m_hSpriteMaterial; // Used for the laser glint
CMaterialReference m_hBeamMaterial; // Used for the laser beam
Beam_t *m_pBeam; // Laser beam temp entity
#endif //CLIENT_DLL
CBaseEntity *GetMissile( void ) { return m_hMissile; }
#ifndef CLIENT_DLL
DECLARE_ACTTABLE(); #endif
protected:
CNetworkVar( bool, m_bInitialStateUpdate ); CNetworkVar( bool, m_bGuiding ); CNetworkVar( bool, m_bHideGuiding );
CNetworkHandle( CBaseEntity, m_hMissile ); CNetworkVar( Vector, m_vecLaserDot );
#ifndef CLIENT_DLL
CHandle<CLaserDot> m_hLaserDot; #endif
private: CWeaponRPG( const CWeaponRPG & ); };
#endif // WEAPON_RPG_H
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