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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl1_CBaseHelicopter.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl1_CBaseHelicopter.h')
| -rw-r--r-- | mp/src/game/server/hl1_CBaseHelicopter.h | 270 |
1 files changed, 135 insertions, 135 deletions
diff --git a/mp/src/game/server/hl1_CBaseHelicopter.h b/mp/src/game/server/hl1_CBaseHelicopter.h index 573ffe03..1e3c1044 100644 --- a/mp/src/game/server/hl1_CBaseHelicopter.h +++ b/mp/src/game/server/hl1_CBaseHelicopter.h @@ -1,136 +1,136 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-//---------------------------------------------------------
-// Helicopter flags
-//---------------------------------------------------------
-enum HelicopterFlags_t
-{
- BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming
- BITS_HELICOPTER_MISSILE_ON = 0x00000002, // Missile turrets are on and aiming
-};
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-
-#define SF_NOWRECKAGE 0x08
-#define SF_NOROTORWASH 0x20
-#define SF_AWAITINPUT 0x40
-
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-#define BASECHOPPER_MAX_SPEED 400.0f
-#define BASECHOPPER_MAX_FIRING_SPEED 250.0f
-#define BASECHOPPER_MIN_ROCKET_DIST 1000.0f
-#define BASECHOPPER_MAX_GUN_DIST 2000.0f
-
-
-//=========================================================
-//=========================================================
-class CBaseHelicopter : public CAI_BaseNPC
-{
-public:
- DECLARE_CLASS( CBaseHelicopter, CAI_BaseNPC );
-
- DECLARE_DATADESC();
- DECLARE_SERVERCLASS();
-
- void Spawn( void );
- void Precache( void );
-
- void Event_Killed( const CTakeDamageInfo &info );
- void StopLoopingSounds();
-
- int BloodColor( void ) { return DONT_BLEED; }
- void GibMonster( void );
-
- Class_T Classify ( void ) { return CLASS_HUMAN_MILITARY; }
-
- void CallDyingThink( void ) { DyingThink(); }
-
- bool HasEnemy( void ) { return GetEnemy() != NULL; }
- void CheckEnemy( CBaseEntity *pEnemy );
- virtual bool ChooseEnemy( void );
- virtual void HelicopterThink( void );
- virtual void HelicopterPostThink( void ) { };
- virtual void FlyTouch( CBaseEntity *pOther );
- virtual void CrashTouch( CBaseEntity *pOther );
- virtual void DyingThink( void );
- virtual void Startup( void );
- virtual void NullThink( void );
-
- virtual void Flight( void );
-
- virtual void ShowDamage( void ) {};
-
- virtual void FlyPathCorners( void );
- void UpdatePlayerDopplerShift( void );
-
- virtual void Hunt( void );
-
- virtual bool IsCrashing( void ) { return m_lifeState != LIFE_ALIVE; }
- virtual float GetAcceleration( void ) { return 5; }
- virtual bool HasReachedTarget( void );
- virtual void OnReachedTarget( CBaseEntity *pTarget ) {};
-
- virtual void ApplySidewaysDrag( const Vector &vecRight );
- virtual void ApplyGeneralDrag( void );
-
-
- int OnTakeDamage_Alive( const CTakeDamageInfo &info );
- void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
-
- virtual bool FireGun( void );
-
- virtual float GetRotorVolume( void ) { return 1.0; }
- virtual void InitializeRotorSound( void );
- virtual void UpdateRotorSoundPitch( int iPitch );
-
- virtual void AimRocketGun(void) {};
- virtual void FireRocket( Vector vLaunchPos, Vector vLaunchDir ) {};
-
- void DrawDebugGeometryOverlays(void);
-
- CSoundPatch *m_pRotorSound;
-
- float m_flForce;
- int m_fHelicopterFlags;
-
- Vector m_vecDesiredFaceDir;
- Vector m_vecDesiredPosition;
-
- Vector m_vecGoalOrientation; // orientation of the goal entity.
-
- float m_flLastSeen;
- float m_flPrevSeen;
-
- int m_iSoundState; // don't save this
-
- Vector m_vecTarget;
- Vector m_vecTargetPosition;
-
- float m_flMaxSpeed; // Maximum speed of the helicopter.
- float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing guns.
-
- float m_flGoalSpeed; // Goal speed
- float m_flInitialSpeed;
- float m_angleVelocity;
-
- void ChangePathCorner( const char *pszName );
-
- // Inputs
- void InputChangePathCorner( inputdata_t &inputdata );
- void InputActivate( inputdata_t &inputdata );
-
- // Outputs
- COutputEvent m_AtTarget; // Fired when pathcorner has been reached
- COutputEvent m_LeaveTarget; // Fired when pathcorner is left
-
- float m_flNextCrashExplosion;
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +//--------------------------------------------------------- +// Helicopter flags +//--------------------------------------------------------- +enum HelicopterFlags_t +{ + BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming + BITS_HELICOPTER_MISSILE_ON = 0x00000002, // Missile turrets are on and aiming +}; + + +//--------------------------------------------------------- +//--------------------------------------------------------- + +#define SF_NOWRECKAGE 0x08 +#define SF_NOROTORWASH 0x20 +#define SF_AWAITINPUT 0x40 + + +//--------------------------------------------------------- +//--------------------------------------------------------- +#define BASECHOPPER_MAX_SPEED 400.0f +#define BASECHOPPER_MAX_FIRING_SPEED 250.0f +#define BASECHOPPER_MIN_ROCKET_DIST 1000.0f +#define BASECHOPPER_MAX_GUN_DIST 2000.0f + + +//========================================================= +//========================================================= +class CBaseHelicopter : public CAI_BaseNPC +{ +public: + DECLARE_CLASS( CBaseHelicopter, CAI_BaseNPC ); + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + void Spawn( void ); + void Precache( void ); + + void Event_Killed( const CTakeDamageInfo &info ); + void StopLoopingSounds(); + + int BloodColor( void ) { return DONT_BLEED; } + void GibMonster( void ); + + Class_T Classify ( void ) { return CLASS_HUMAN_MILITARY; } + + void CallDyingThink( void ) { DyingThink(); } + + bool HasEnemy( void ) { return GetEnemy() != NULL; } + void CheckEnemy( CBaseEntity *pEnemy ); + virtual bool ChooseEnemy( void ); + virtual void HelicopterThink( void ); + virtual void HelicopterPostThink( void ) { }; + virtual void FlyTouch( CBaseEntity *pOther ); + virtual void CrashTouch( CBaseEntity *pOther ); + virtual void DyingThink( void ); + virtual void Startup( void ); + virtual void NullThink( void ); + + virtual void Flight( void ); + + virtual void ShowDamage( void ) {}; + + virtual void FlyPathCorners( void ); + void UpdatePlayerDopplerShift( void ); + + virtual void Hunt( void ); + + virtual bool IsCrashing( void ) { return m_lifeState != LIFE_ALIVE; } + virtual float GetAcceleration( void ) { return 5; } + virtual bool HasReachedTarget( void ); + virtual void OnReachedTarget( CBaseEntity *pTarget ) {}; + + virtual void ApplySidewaysDrag( const Vector &vecRight ); + virtual void ApplyGeneralDrag( void ); + + + int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); + + virtual bool FireGun( void ); + + virtual float GetRotorVolume( void ) { return 1.0; } + virtual void InitializeRotorSound( void ); + virtual void UpdateRotorSoundPitch( int iPitch ); + + virtual void AimRocketGun(void) {}; + virtual void FireRocket( Vector vLaunchPos, Vector vLaunchDir ) {}; + + void DrawDebugGeometryOverlays(void); + + CSoundPatch *m_pRotorSound; + + float m_flForce; + int m_fHelicopterFlags; + + Vector m_vecDesiredFaceDir; + Vector m_vecDesiredPosition; + + Vector m_vecGoalOrientation; // orientation of the goal entity. + + float m_flLastSeen; + float m_flPrevSeen; + + int m_iSoundState; // don't save this + + Vector m_vecTarget; + Vector m_vecTargetPosition; + + float m_flMaxSpeed; // Maximum speed of the helicopter. + float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing guns. + + float m_flGoalSpeed; // Goal speed + float m_flInitialSpeed; + float m_angleVelocity; + + void ChangePathCorner( const char *pszName ); + + // Inputs + void InputChangePathCorner( inputdata_t &inputdata ); + void InputActivate( inputdata_t &inputdata ); + + // Outputs + COutputEvent m_AtTarget; // Fired when pathcorner has been reached + COutputEvent m_LeaveTarget; // Fired when pathcorner is left + + float m_flNextCrashExplosion; };
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