ReGameDLL_CS/regamedll/dlls/h_cycler.h
2019-09-23 04:09:58 +07:00

127 lines
3.6 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CCycler: public CBaseMonster
{
public:
virtual void Spawn();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE); }
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
// Don't treat as a live target
virtual BOOL IsAlive() { return FALSE; }
virtual void Think();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
protected:
void GenericCyclerSpawn(const char *szModel, Vector vecMin, Vector vecMax);
public:
static TYPEDESCRIPTION m_SaveData[];
int m_animate;
};
// We should get rid of all the other cyclers and replace them with this.
class CGenericCycler: public CCycler
{
public:
virtual void Spawn();
};
// Probe droid imported for tech demo compatibility
class CCyclerProbe: public CCycler
{
public:
virtual void Spawn();
};
class CCyclerSprite: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Restart();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE); }
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual void Think();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void Animate(float frames);
inline int ShouldAnimate() { return (m_animate && m_maxFrame > 1.0f); }
public:
static TYPEDESCRIPTION m_SaveData[];
int m_animate;
float m_lastTime;
float m_maxFrame;
int m_renderfx;
int m_rendermode;
float m_renderamt;
vec3_t m_rendercolor;
};
class CWeaponCycler: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual int GetItemInfo(ItemInfo *p) { return 0; }
virtual BOOL Deploy();
virtual void Holster(int skiplocal = 0);
virtual int iItemSlot() { return 1; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
public:
int m_iszModel;
int m_iModel;
};
// Flaming Wreakage
class CWreckage: public CBaseMonster
{
public:
virtual void Spawn();
virtual void Precache();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Think();
public:
static TYPEDESCRIPTION m_SaveData[];
int m_flStartTime;
};