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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_obj_sentrygun.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/tf_obj_sentrygun.h')
| -rw-r--r-- | game/server/tf2/tf_obj_sentrygun.h | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/game/server/tf2/tf_obj_sentrygun.h b/game/server/tf2/tf_obj_sentrygun.h new file mode 100644 index 0000000..aabe44b --- /dev/null +++ b/game/server/tf2/tf_obj_sentrygun.h @@ -0,0 +1,190 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Defender's sentrygun +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef TF_OBJ_SENTRYGUN_H +#define TF_OBJ_SENTRYGUN_H +#ifdef _WIN32 +#pragma once +#endif + +#include "tf_obj.h" + +enum TFTURRET_ANIM +{ + TFTURRET_ANIM_NONE = 0, + TFTURRET_ANIM_FIRE, + TFTURRET_ANIM_SPIN, +}; + +enum target_ranges +{ + RANGE_NEAR, + RANGE_MID, + RANGE_FAR, +}; + +// Sentrygun damages +#define SG_MACHINEGUN_DAMAGE 5 + +// ------------------------------------------------------------------------ // +// The Base Sentrygun +// ------------------------------------------------------------------------ // +class CObjectSentrygun : public CBaseObject +{ + DECLARE_CLASS( CObjectSentrygun, CBaseObject ); +public: + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + CObjectSentrygun(); + + static CObjectSentrygun* Create(const Vector &vOrigin, const QAngle &vAngles, int iType); + + virtual void Spawn(); + virtual void Precache(); + virtual void SetupAttachedVersion( void ); + virtual void SetupUnattachedVersion( void ); + virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ); + virtual void FinishedBuilding( void ); + virtual bool IsSentrygun( void ) { return true; }; + virtual bool WantsCoverFromSentryGun() { return false; } + virtual void SetTechnology( bool bSmarter, bool bSensors ); + virtual int OnTakeDamage( const CTakeDamageInfo &info ); + virtual void Killed( void ); + + // Ammo filling + virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args ); + virtual bool TakeAmmoFrom( CBaseTFPlayer *pPlayer ); + + // Think functions + void SentryRotate(void); + void Attack(void); + void Sentry_Explode( void ); + bool FInViewCone( CBaseEntity *pEntity ); + int BloodColor( void ) { return DONT_BLEED; } + + virtual void CheckShield( void ); + void RestartAnimation(); + void ResetOrientation(); + + virtual void SetSentryAnim( TFTURRET_ANIM anim ); + virtual CBaseEntity *FindTarget( void ); + virtual float GetPriority( CBaseEntity *pTarget ); + virtual void FoundTarget(); + virtual bool ValidTarget( CBaseEntity *pTarget ); + virtual int Range( CBaseEntity *pTarget ); + + // Combat functions + virtual bool HasAmmo( void ); + virtual bool Fire( void ); + virtual bool WillSuppress( void ) { return true; }; + + virtual bool CanTakeEMPDamage( void ) { return true; } + + // Turret Functions + bool MoveTurret( void ); + + // Object functions + void ObjectMoved( void ); + + // Designator interactions + void DesignateTarget( CBaseEntity *pTarget ); + // Turtle mode + bool IsTurtled( void ); + bool IsTurtling( void ); // Return true if we're in the process of turtling / unturtling + void ToggleTurtle( void ); + void Turtle( void ); + void UnTurtle( void ); + +private: + // Recompute sentrygun orientation... + void RecomputeOrientation(); + +public: + // Variables + int m_iRightBound; + int m_iLeftBound; + bool m_bTurningRight; + int m_iShardIndex; + int m_iAmmoType; + bool m_bSmarter; + bool m_bSensors; + float m_flNextLook; + + // Attacking + float m_flNextAttack; + CNetworkVar( int, m_iAmmo ); + int m_iMaxAmmo; + Vector m_vecFireTarget; + Vector m_vecLastKnownPosition; + bool m_bSuppressing; + float m_flStartedSuppressing; + + // Movement + CNetworkVar( int, m_iBaseTurnRate ); + float m_fTurnRate; + QAngle m_vecCurAngles; + QAngle m_vecGoalAngles; + Vector m_vecCurDishAngles; + + // Turtling + CNetworkVar( bool, m_bTurtled ); + bool m_bTurtling; + float m_flTurtlingFinishedAt; + + // Data sent to clients + // Bone controllers + float m_fBoneXRotator; + float m_fBoneYRotator; + + // Target data + CNetworkHandle( CBaseEntity, m_hEnemy ); + EHANDLE m_hDesignatedEnemy; + + CNetworkVar( int, m_nAnimationParity ); + CNetworkVar( int, m_nOrientationParity ); +}; + +//----------------------------------------------------------------------------- +// Purpose: Plasma Sentrygun +//----------------------------------------------------------------------------- +class CObjectSentrygunPlasma : public CObjectSentrygun +{ + DECLARE_CLASS( CObjectSentrygunPlasma, CObjectSentrygun ); +public: + DECLARE_SERVERCLASS(); + virtual void Spawn(); + virtual bool Fire( void ); + virtual void CheckShield( void ); + virtual bool HasAmmo( void ); + +private: + float m_flNextAmmoRecharge; + int m_nBurstCount; +}; + +#define SG_PLASMA_MODEL "models/sentry2.mdl" +#define PLASMA_SENTRYGUN_RECHARGE_TIME 1.25 // Time it takes to recharge 1 round of ammo +#define PLASMA_SENTRY_BURST_COUNT 4 + +//----------------------------------------------------------------------------- +// Purpose: Rocket launcher Sentrygun +//----------------------------------------------------------------------------- +class CObjectSentrygunRocketlauncher : public CObjectSentrygun +{ + DECLARE_CLASS( CObjectSentrygunRocketlauncher, CObjectSentrygun ); +public: + DECLARE_SERVERCLASS(); + virtual void Spawn(); + virtual bool Fire( void ); + + virtual void SetTechnology( bool bSmarter, bool bSensors ); +}; + +#define SG_ROCKETLAUNCHER_MODEL "models/sentry3.mdl" + +#endif // TF_OBJ_SENTRYGUN_H |