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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_OBJ_MORTAR_H
#define TF_OBJ_MORTAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
#include "utllinkedlist.h"
#define MAX_DEPLOYED_MORTARS 1
class CWeaponMortar;
// ------------------------------------------------------------------------ //
// Mortar object that's built by the player
// ------------------------------------------------------------------------ //
class CObjectMortar : public CBaseObject
{
DECLARE_CLASS( CObjectMortar, CBaseObject );
public:
static CObjectMortar* Create(const Vector &vOrigin, const QAngle &vAngles, int team);
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CObjectMortar();
virtual int ObjectCaps( void ) { return FCAP_IMPULSE_USE; };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void Spawn();
virtual void Precache();
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
// Firing called by the mortar "weapon"
bool FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded );
// Salvo reloading
void StartReloading( void );
void ReloadingThink( void );
bool IsReloading( void ) { return (m_iSalvoLeft <= 0); };
float LastBlastTime() { return m_flLastBlastTime; }
void SetBlastTime( float time ) { m_flLastBlastTime = time; }
const Vector &LastBlastPosition() { return m_vLastBlastPos; }
void SetBlastPosition( const Vector &pos ) { m_vLastBlastPos = pos; }
private:
CNetworkVar( int, m_iRoundType );
CNetworkArray( int, m_iMortarRounds, MA_LASTAMMOTYPE );
int m_iSalvoLeft; // Decremented every shot. Once depleted, the mortar must reload.
// Stored for the global mortar list for anti-mortar orders.
unsigned short m_MortarListIndex;
Vector m_vLastBlastPos;
double m_flLastBlastTime; // -1 if no shots have hit anything yet.
};
#endif // TF_OBJ_MORTAR_H
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