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diff --git a/game/server/tf/tf_projectile_flare.h b/game/server/tf/tf_projectile_flare.h
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+++ b/game/server/tf/tf_projectile_flare.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// TF Flare Projectile
+//
+//=============================================================================
+#ifndef TF_PROJECTILE_FLARE_H
+#define TF_PROJECTILE_FLARE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_rocket.h"
+#include "iscorer.h"
+
+// Base force scaler
+#define TF_FLARE_PELLET_FORCE 20.0f
+
+// The farther the pellet flies, the more force it does up to a max of 4X at 1 second
+#define TF_FLARE_PELLET_FORCE_DISTANCE_SCALE 3.75f
+
+// We need this to get the player off the ground
+#define TF_FLARE_PELLET_FORCE_UPWARD 275
+
+// We need this to get the heavy off the ground
+#define TF_FLARE_PELLET_FORCE_UPWARD_HEAVY 525
+
+
+class CTFProjectile_Flare : public CTFBaseRocket, public IScorer
+{
+public:
+
+ DECLARE_CLASS( CTFProjectile_Flare, CTFBaseRocket );
+ DECLARE_NETWORKCLASS();
+ DECLARE_DATADESC();
+
+ CTFProjectile_Flare();
+ ~CTFProjectile_Flare();
+
+ // Creation.
+ static CTFProjectile_Flare *Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
+ virtual void Spawn();
+ virtual void Precache();
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_FLAREGUN; }
+
+ virtual void Explode( trace_t *pTrace, CBaseEntity *pOther );
+ void Explode_Air( trace_t *pTrace, int bitsDamageType, bool bSelfOnly = false );
+ void Detonate( bool bSelfOnly = false );
+ virtual float GetRadius( void );
+ void SendDeathNotice( void );
+
+ float GetTimeAlive( void ) const { return gpGlobals->curtime - m_flCreationTime; }
+ bool IsFromTaunt( void ) const { return m_bIsFromTaunt; }
+
+ void ImpactThink( void );
+
+ // Implement this if you use MOVETYPE_CUSTOM
+ virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
+
+ // IScorer interface
+ virtual CBasePlayer *GetScorer( void );
+ virtual CBasePlayer *GetAssistant( void ) { return NULL; }
+
+ void SetScorer( CBaseEntity *pScorer );
+
+ void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
+ virtual int GetDamageType();
+
+ virtual bool IsDeflectable() { return true; }
+ virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
+ virtual bool IsDestroyable( void ) OVERRIDE { return false; }
+
+ float GetProjectileSpeed( void ) const;
+ float GetHeatSeekPower( void ) const;
+
+private:
+
+ CBaseHandle m_Scorer;
+
+ bool m_bIsFromTaunt;
+ float m_flCreationTime;
+ float m_flImpactTime;
+ Vector m_vecImpactNormal;
+
+ CNetworkVar( bool, m_bCritical );
+
+ bool m_bImpact;
+
+ float m_flNextSeekUpdate;
+};
+
+#endif //TF_PROJECTILE_FLARE_H \ No newline at end of file