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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A stationary tower that players can take cover in.
//
//=============================================================================//
#ifndef TF_OBJ_TOWER_H
#define TF_OBJ_TOWER_H
#ifdef _WIN32
#pragma once
#endif
class CObjectTowerLadder;
// ------------------------------------------------------------------------ //
// Purpose: A stationary tower that players can take cover in.
// ------------------------------------------------------------------------ //
class CObjectTower : public CBaseObject
{
DECLARE_CLASS( CObjectTower, CBaseObject );
public:
DECLARE_SERVERCLASS();
CObjectTower( void );
virtual void Spawn( void );
virtual void Precache( void );
virtual void UpdateOnRemove( void );
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual void FinishedBuilding( void );
private:
CHandle<CObjectTowerLadder> m_hLadder;
};
//-----------------------------------------------------------------------------
// Purpose: Ladder tower
//-----------------------------------------------------------------------------
class CObjectTowerLadder : public CBaseAnimating
{
DECLARE_CLASS( CObjectTowerLadder, CBaseAnimating );
public:
DECLARE_SERVERCLASS();
static CObjectTowerLadder* Create( const Vector &vOrigin, const QAngle &vAngles, CBaseEntity *pParent );
CObjectTowerLadder();
void Spawn();
void Precache();
virtual int OnTakeDamage( const CTakeDamageInfo &info );
public:
EHANDLE m_hTower;
};
#endif // TF_OBJ_TOWER_H
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