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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Human's power pack
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_OBJ_POWERPACK_H
+#define TF_OBJ_POWERPACK_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_obj.h"
+
+// ------------------------------------------------------------------------ //
+// Pack defines
+#define POWERPACK_MINS Vector(-20, -20, 0)
+#define POWERPACK_MAXS Vector( 20, 20, 80)
+#define POWERPACK_RANGE (600 * 600)
+
+// ------------------------------------------------------------------------ //
+// Resupply object that's built by the player
+// ------------------------------------------------------------------------ //
+class CObjectPowerPack : public CBaseObject
+{
+ DECLARE_CLASS( CObjectPowerPack, CBaseObject );
+public:
+ DECLARE_SERVERCLASS();
+
+ CObjectPowerPack();
+ static CObjectPowerPack *Create(const Vector &vOrigin, const QAngle &vAngles);
+
+ virtual void Spawn();
+ virtual void FinishedBuilding( void );
+ virtual void Precache();
+ virtual bool CanTakeEMPDamage( void ) { return true; }
+ virtual void DestroyObject( void );
+ virtual bool CalculatePlacement( CBaseTFPlayer *pPlayer );
+
+ // This is called by the base object when it's time to spawn the control panels
+ virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
+
+ // Find nearby objects and provide them with power
+ void PowerNearbyObjects( CBaseObject *pObjectToTarget = NULL, bool bPlacing = false );
+ void UnPowerAllObjects( void );
+ void UnPowerObject( CBaseObject *pObject );
+ void EnsureObjectPower( CBaseObject *pObject );
+
+ // Powerpack switches models after assembly
+ virtual void OnActivityChanged( Activity act );
+
+private:
+ void PowerObject( CBaseObject *pObject, bool bPlacing = false );
+ bool IsWithinPowerRange( CBaseObject *pObject );
+
+ // Objects powered from this pack
+ typedef CHandle<CBaseObject> ObjectHandle;
+ CUtlVector< ObjectHandle > m_hPoweredObjects;
+ int m_iFreeAttachments;
+ CNetworkVar( int, m_iObjectsAttached );
+};
+
+#endif // TF_OBJ_POWERPACK_H