Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Upgrade that damages the object over time
//
//=============================================================================//
#ifndef TF_OBJ_SAPPER_H
#define TF_OBJ_SAPPER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj_baseupgrade_shared.h"
#define SAPPER_MAX_HEALTH 100
enum SapperModel_t
{
SAPPER_MODEL_PLACED,
SAPPER_MODEL_PLACEMENT,
SAPPER_MODEL_TOTAL
};
// ------------------------------------------------------------------------ //
// Sapper upgrade
// ------------------------------------------------------------------------ //
class CObjectSapper : public CBaseObjectUpgrade
{
DECLARE_CLASS( CObjectSapper, CBaseObjectUpgrade );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CObjectSapper();
virtual void Spawn();
virtual void Precache();
void Precache( const char *pchBaseModel );
virtual bool IsHostileUpgrade( void ) { return true; }
virtual void FinishedBuilding( void );
virtual void SetupAttachedVersion( void );
virtual void DetachObjectFromObject( void );
virtual void UpdateOnRemove( void );
virtual void OnGoActive( void );
bool IsParentValid( void );
const char* GetSapperModelName( SapperModel_t nModel, const char *pchModelName = NULL );
const char* GetSapperSoundName( void );
virtual void SapperThink( void );
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual void Killed( const CTakeDamageInfo &info );
virtual int GetBaseHealth( void );
void ApplyRoboSapper( CTFPlayer *pTarget, float flDuration, int nRadius = 200 );
bool ApplyRoboSapperEffects( CTFPlayer *pTarget, float flDuration );
bool IsValidRoboSapperTarget( CTFPlayer *pTarget );
float GetReversesBuildingConstructionSpeed( void );
private:
float m_flSapperDamageAccumulator;
float m_flLastThinkTime;
float m_flLastHealthLeachTime;
float m_flSelfDestructTime;
float m_flSapperStartTime;
char m_szSapperModel[ _MAX_PATH ];
char m_szPlacementModel[ _MAX_PATH ];
char szSapperSound[ _MAX_PATH ];
#ifdef STAGING_ONLY
bool m_bIsRinging;
#endif
};
#endif // TF_OBJ_SAPPER_H