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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_WALKER_STRIDER_H
#define C_WALKER_STRIDER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_walker_base.h"
#include "c_rope.h"
#define STRIDER_BEAM_LIFETIME 1.0
#define STRIDER_BEAM_MATERIAL "sprites/physbeam"
#define STRIDER_BEAM_WIDTH 25
#define STRIDER_NUM_ROPES 6
class CStriderBeamEffect
{
public:
Vector m_vHitPos;
float m_flStartTime;
};
class C_WalkerStrider : public C_WalkerBase
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_WalkerStrider, C_WalkerBase );
C_WalkerStrider();
virtual ~C_WalkerStrider();
// IClientThinkable.
public:
virtual void ClientThink();
// C_BaseEntity.
public:
virtual void ReceiveMessage( int classID, bf_read &msg );
virtual void OnDataChanged( DataUpdateType_t type );
virtual bool ShouldPredict() { return false; }
// C_BaseAnimating.
public:
virtual bool GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld );
virtual int DrawModel( int flags );
private:
C_WalkerStrider( const C_WalkerStrider &other ) {}
bool m_bCrouched;
CUtlLinkedList<CStriderBeamEffect,int> m_BeamEffects;
CHandle<C_RopeKeyframe> m_hRopes[STRIDER_NUM_ROPES];
};
#endif // C_WALKER_STRIDER_H
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