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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_walker_ministrider.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_walker_ministrider.h')
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diff --git a/game/server/tf2/tf_walker_ministrider.h b/game/server/tf2/tf_walker_ministrider.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef TF_WALKER_MINISTRIDER_H
+#define TF_WALKER_MINISTRIDER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "tf_walker_base.h"
+
+
+class CBeam;
+
+
+class CWalkerMiniStrider : public CWalkerBase
+{
+public:
+ DECLARE_CLASS( CWalkerMiniStrider, CWalkerBase );
+ DECLARE_SERVERCLASS();
+
+ CWalkerMiniStrider();
+ virtual ~CWalkerMiniStrider();
+
+
+// CWalkerBase.
+protected:
+ virtual void WalkerThink();
+ virtual Vector GetWalkerLocalMovement();
+
+
+// CBaseObject.
+public:
+ virtual bool StartBuilding( CBaseEntity *pBuilder );
+
+
+// CBaseEntity.
+public:
+ virtual void Precache();
+ virtual void Spawn();
+ virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+
+// CBaseAnimating.
+public:
+
+ virtual void HandleAnimEvent( animevent_t *pEvent );
+
+
+// IServerVehicle.
+public:
+ virtual bool IsPassengerVisible( int nRole );
+ virtual void SetPassenger( int nRole, CBasePlayer *pPassenger );
+
+
+// IVehicle overrides.
+public:
+ virtual void SetupMove( CBasePlayer *pPlayer, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
+
+
+private:
+ void FootHit( const char *pFootName );
+
+ void StartFiringMachineGun();
+ void StopFiringMachineGun();
+ void FireMachineGun();
+
+ Vector GetLargeGunShootOrigin();
+ void StartFiringLargeGun();
+ void StopFiringLargeGun();
+ void UpdateLargeGun();
+
+ void Crouch();
+ void UnCrouch();
+ void UpdateCrouch();
+
+
+private:
+
+ enum
+ {
+ STATE_CROUCHING=0,
+ STATE_CROUCHED,
+ STATE_UNCROUCHING,
+ STATE_UNCROUCHED,
+ STATE_NORMAL
+ };
+
+ int m_State;
+
+ float m_flCrouchTimer;
+
+ CNetworkVar( bool, m_bFiringMachineGun );
+ CNetworkVar( bool, m_bFiringLargeGun );
+ CNetworkVector( m_vLargeGunTargetPos );
+ float m_flLargeGunCountdown;
+ Vector m_vLargeGunForward;
+ CHandle<CBeam> m_pEnergyBeam;
+
+ // Firing
+ float m_flNextShootTime;
+ bool m_bFiringLeftGun;
+
+ // Used to keep him on the ground.
+ float m_flOriginToLowestLegHeight;
+ float m_flWantedZ;
+
+ // Used to get around an anim event bug where it triggers events a bunch of times when an animation loops.
+ float m_flNextFootstepSoundTime;
+};
+
+
+#endif // TF_WALKER_MINISTRIDER_H