mirror of
https://github.com/rehlds/resemiclip.git
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160 lines
5.4 KiB
C++
160 lines
5.4 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#define SF_TANK_ACTIVE 0x0001
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#define SF_TANK_PLAYER 0x0002
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#define SF_TANK_HUMANS 0x0004
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#define SF_TANK_ALIENS 0x0008
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#define SF_TANK_LINEOFSIGHT 0x0010
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#define SF_TANK_CANCONTROL 0x0020
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#define SF_TANK_SOUNDON 0x8000
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enum TANKBULLET
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{
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TANK_BULLET_NONE = 0, // Custom damage
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TANK_BULLET_9MM, // env_laser (duration is 0.5 rate of fire)
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TANK_BULLET_MP5, // rockets
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TANK_BULLET_12MM, // explosion?
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};
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class CFuncTank: public CBaseEntity {
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public:
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virtual void Spawn() = 0;
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virtual void Precache() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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// Bmodels don't go across transitions
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virtual int ObjectCaps() = 0;
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virtual BOOL OnControls(entvars_t *pevTest) = 0;
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virtual void Think() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
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virtual Vector UpdateTargetPosition(CBaseEntity *pTarget) = 0;
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public:
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BOOL IsActive() const { return (pev->spawnflags & SF_TANK_ACTIVE) == SF_TANK_ACTIVE; }
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void TankActivate()
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{
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pev->spawnflags |= SF_TANK_ACTIVE;
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pev->nextthink = pev->ltime + 0.1f;
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m_fireLast = 0.0f;
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}
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void TankDeactivate()
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{
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pev->spawnflags &= ~SF_TANK_ACTIVE;
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m_fireLast = 0.0f;
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StopRotSound();
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}
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BOOL CanFire() const { return (gpGlobals->time - m_lastSightTime) < m_persist; }
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Vector BarrelPosition()
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{
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Vector forward, right, up;
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UTIL_MakeVectorsPrivate(pev->angles, forward, right, up);
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return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
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}
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protected:
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CBasePlayer *m_pController;
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float m_flNextAttack;
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Vector m_vecControllerUsePos;
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float m_yawCenter; // "Center" yaw
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float m_yawRate; // Max turn rate to track targets
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float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
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// Zero is full rotation
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float m_yawTolerance; // Tolerance angle
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float m_pitchCenter; // "Center" pitch
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float m_pitchRate; // Max turn rate on pitch
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float m_pitchRange; // Range of pitch motion as above
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float m_pitchTolerance; // Tolerance angle
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float m_fireLast; // Last time I fired
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float m_fireRate; // How many rounds/second
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float m_lastSightTime; // Last time I saw target
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float m_persist; // Persistence of firing (how long do I shoot when I can't see)
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float m_minRange; // Minimum range to aim/track
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float m_maxRange; // Max range to aim/track
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Vector m_barrelPos; // Length of the freakin barrel
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float m_spriteScale; // Scale of any sprites we shoot
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int m_iszSpriteSmoke;
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int m_iszSpriteFlash;
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TANKBULLET m_bulletType; // Bullet type
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int m_iBulletDamage; // 0 means use Bullet type's default damage
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Vector m_sightOrigin; // Last sight of target
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int m_spread; // firing spread
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int m_iszMaster; // Master entity (game_team_master or multisource)
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};
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class CFuncTankGun: public CFuncTank {
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public:
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virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
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};
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class CFuncTankLaser: public CFuncTank {
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public:
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual void Activate() = 0;
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virtual void Think() = 0;
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virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
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private:
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CLaser *m_pLaser;
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float m_laserTime;
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};
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class CFuncTankRocket: public CFuncTank {
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public:
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virtual void Precache() = 0;
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virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
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};
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class CFuncTankMortar: public CFuncTank {
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public:
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
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};
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class CFuncTankControls: public CBaseEntity {
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public:
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virtual void Spawn() = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual void Think() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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public:
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CFuncTank *m_pTank;
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};
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