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73 lines
1.7 KiB
73 lines
1.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef HL1_ENTS_H
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#define HL1_ENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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/**********************
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Pendulum
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/**********************/
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class CPendulum : public CBaseToggle
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{
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DECLARE_CLASS( CPendulum, CBaseToggle );
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public:
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void Spawn ( void );
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void KeyValue( KeyValueData *pkvd );
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void Swing( void );
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void PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Stop( void );
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void Touch( CBaseEntity *pOther );
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void RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope
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void Blocked( CBaseEntity *pOther );
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// Input handlers.
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void InputActivate( inputdata_t &inputdata );
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DECLARE_DATADESC();
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float m_flAccel; // Acceleration
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float m_flTime;
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float m_flDamp;
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float m_flMaxSpeed;
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float m_flDampSpeed;
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QAngle m_vCenter;
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QAngle m_vStart;
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float m_flBlockDamage;
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EHANDLE m_hEnemy;
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};
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class CHL1Gib : public CBaseEntity
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{
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DECLARE_CLASS( CHL1Gib, CBaseEntity );
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public:
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void Spawn( const char *szGibModel );
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void BounceGibTouch ( CBaseEntity *pOther );
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void StickyGibTouch ( CBaseEntity *pOther );
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void WaitTillLand( void );
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void LimitVelocity( void );
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virtual int ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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static void SpawnHeadGib( CBaseEntity *pVictim );
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static void SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, int human );
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static void SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs );
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int m_bloodColor;
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int m_cBloodDecals;
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int m_material;
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float m_lifeTime;
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DECLARE_DATADESC();
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};
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#endif // HL1_ENTS_H
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