Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef TF_OBJ_SPY_TRAP_H
#define TF_OBJ_SPY_TRAP_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
#ifdef STAGING_ONLY
#define SPY_TRAP_MAX_HEALTH 150
// ------------------------------------------------------------------------ //
// Base trap
// ------------------------------------------------------------------------ //
class CObjectSpyTrap : public CBaseObject
{
DECLARE_CLASS( CObjectSpyTrap, CBaseObject );
DECLARE_DATADESC();
public:
//DECLARE_SERVERCLASS();
CObjectSpyTrap();
virtual void Spawn() OVERRIDE;
virtual void Precache() OVERRIDE;
virtual void SetObjectMode( int iVal ) OVERRIDE;
virtual bool IsPlacementPosValid( void ) OVERRIDE;
virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE;
virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE;
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE;
virtual void OnGoActive() OVERRIDE;
virtual int GetBaseHealth( void ) OVERRIDE { return SPY_TRAP_MAX_HEALTH; }
void SetTrapType( int nType ) { m_nTrapMode = nType; }
int GetTrapType( void ) { return m_nTrapMode; }
void SpyTrapThink();
enum AttributeType
{
TRAP_TRIGGER_FRIENDLY = 1<<0, // Trap triggered by friendlies (a buff)
TRAP_TRIGGER_ONBUILD = 1<<1, // Trap effect happens on placement
TRAP_PULSE_EFFECT = 1<<2, // Trap's effect pulses on a timer
};
void SetAttribute( int attributeFlag );
bool HasAttribute( int attributeFlag ) const;
private:
void Activate( CBaseEntity *pTouchEntity );
void Destroy( void );
void TriggerTrapEffects( void );
// Sapper
void TriggerTrap_RadiusCloak( void );
bool IsValidRadiusCloakTarget( CTFPlayer *pTarget );
// Reprogrammer
void TriggerTrap_Reprogrammer( CBaseEntity *pTouchEntity );
// Magnet
void TriggerTrap_Magnet( void );
int m_attributeFlags;
bool m_bActive;
int m_nTrapMode;
float m_flNextTrapEffectTime;
float m_flTrapExpireTime;
float m_flNextPulseTime;
};
inline void CObjectSpyTrap::SetAttribute( int attributeFlag )
{
m_attributeFlags |= attributeFlag;
}
inline bool CObjectSpyTrap::HasAttribute( int attributeFlag ) const
{
return m_attributeFlags & attributeFlag ? true : false;
}
#endif // STAGING_ONLY
#endif // TF_OBJ_SPY_TRAP_H