/* * * 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() = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0; // Don't treat as a live target virtual BOOL IsAlive() = 0; virtual void Think() = 0; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0; public: 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() = 0; }; // Probe droid imported for tech demo compatibility class CCyclerProbe: public CCycler { public: virtual void Spawn() = 0; }; class CCyclerSprite: public CBaseEntity { public: virtual void Spawn() = 0; virtual void Restart() = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0; virtual void Think() = 0; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0; public: inline int ShouldAnimate() { return (m_animate && m_maxFrame > 1.0f); } public: 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() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual void Holster(int skiplocal = 0) = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; public: int m_iszModel; int m_iModel; }; // Flaming Wreakage class CWreckage: public CBaseMonster { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual void Think() = 0; public: int m_flStartTime; };