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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_obj_mortar.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf2/tf_obj_mortar.h')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_OBJ_MORTAR_H
+#define TF_OBJ_MORTAR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_obj.h"
+#include "utllinkedlist.h"
+
+#define MAX_DEPLOYED_MORTARS 1
+
+class CWeaponMortar;
+
+// ------------------------------------------------------------------------ //
+// Mortar object that's built by the player
+// ------------------------------------------------------------------------ //
+class CObjectMortar : public CBaseObject
+{
+ DECLARE_CLASS( CObjectMortar, CBaseObject );
+public:
+ static CObjectMortar* Create(const Vector &vOrigin, const QAngle &vAngles, int team);
+
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ CObjectMortar();
+
+ virtual int ObjectCaps( void ) { return FCAP_IMPULSE_USE; };
+ virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ virtual void Spawn();
+ virtual void Precache();
+ virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
+
+ // Firing called by the mortar "weapon"
+ bool FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded );
+
+ // Salvo reloading
+ void StartReloading( void );
+ void ReloadingThink( void );
+ bool IsReloading( void ) { return (m_iSalvoLeft <= 0); };
+
+ float LastBlastTime() { return m_flLastBlastTime; }
+ void SetBlastTime( float time ) { m_flLastBlastTime = time; }
+
+ const Vector &LastBlastPosition() { return m_vLastBlastPos; }
+ void SetBlastPosition( const Vector &pos ) { m_vLastBlastPos = pos; }
+
+private:
+ CNetworkVar( int, m_iRoundType );
+ CNetworkArray( int, m_iMortarRounds, MA_LASTAMMOTYPE );
+
+ int m_iSalvoLeft; // Decremented every shot. Once depleted, the mortar must reload.
+
+ // Stored for the global mortar list for anti-mortar orders.
+ unsigned short m_MortarListIndex;
+ Vector m_vLastBlastPos;
+ double m_flLastBlastTime; // -1 if no shots have hit anything yet.
+};
+
+#endif // TF_OBJ_MORTAR_H