diff options
| 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 /sp/src/game/server/hl2/combine_mine.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 'sp/src/game/server/hl2/combine_mine.h')
| -rw-r--r-- | sp/src/game/server/hl2/combine_mine.h | 256 |
1 files changed, 128 insertions, 128 deletions
diff --git a/sp/src/game/server/hl2/combine_mine.h b/sp/src/game/server/hl2/combine_mine.h index c418d4b8..48dbb468 100644 --- a/sp/src/game/server/hl2/combine_mine.h +++ b/sp/src/game/server/hl2/combine_mine.h @@ -1,128 +1,128 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "Color.h"
-
-#ifndef COMBINE_MINE_H
-#define COMBINE_MINE_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-class CSoundPatch;
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-#define BOUNCEBOMB_HOOK_RANGE 64
-#define BOUNCEBOMB_WARN_RADIUS 245.0 // Must be slightly less than physcannon!
-#define BOUNCEBOMB_DETONATE_RADIUS 100.0
-
-#define BOUNCEBOMB_EXPLODE_RADIUS 125.0
-#define BOUNCEBOMB_EXPLODE_DAMAGE 150.0
-#include "player_pickup.h"
-
-class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
-{
- DECLARE_CLASS( CBounceBomb, CBaseAnimating );
-
-public:
- CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
- void Precache();
- void Spawn();
- void OnRestore();
- int DrawDebugTextOverlays(void);
- void SetMineState( int iState );
- int GetMineState() { return m_iMineState; }
- bool IsValidLocation();
- void Flip( const Vector &vecForce, const AngularImpulse &torque );
- void SearchThink();
- void BounceThink();
- void SettleThink();
- void CaptiveThink();
- void ExplodeThink();
- void ExplodeTouch( CBaseEntity *pOther );
- void CavernBounceThink(); ///< an alternative style of bouncing used for the citizen modded bouncers
- bool IsAwake() { return m_bAwake; }
- void Wake( bool bWake );
- float FindNearestNPC();
- void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
- int OnTakeDamage( const CTakeDamageInfo &info );
- bool IsFriend( CBaseEntity *pEntity );
-
- void UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a );
- bool IsLightOn() { return m_hSprite.Get() != NULL; }
-
- void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
- void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
- bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return true; }
- bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
- virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
- CBasePlayer *HasPhysicsAttacker( float dt );
-
- bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
-
- bool CreateVPhysics()
- {
- VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
- return true;
- }
-
- void Pickup();
-
- void OpenHooks( bool bSilent = false );
- void CloseHooks();
-
- DECLARE_DATADESC();
-
- static string_t gm_iszFloorTurretClassname;
- static string_t gm_iszGroundTurretClassname;
-
-private:
- float m_flExplosionDelay;
-
- bool m_bAwake;
- bool m_bBounce;
- EHANDLE m_hNearestNPC;
- EHANDLE m_hSprite;
- Color m_LastSpriteColor;
-
- float m_flHookPositions;
- int m_iHookN;
- int m_iHookE;
- int m_iHookS;
- int m_iAllHooks;
-
- CSoundPatch *m_pWarnSound;
-
- bool m_bLockSilently;
- bool m_bFoeNearest;
-
- float m_flIgnoreWorldTime;
-
- bool m_bDisarmed;
-
- bool m_bPlacedByPlayer;
-
- bool m_bHeldByPhysgun;
-
- int m_iFlipAttempts;
- int m_iModification;
-
- CHandle<CBasePlayer> m_hPhysicsAttacker;
- float m_flLastPhysicsInfluenceTime;
-
- float m_flTimeGrabbed;
- IPhysicsConstraint *m_pConstraint;
- int m_iMineState;
-
- COutputEvent m_OnPulledUp;
- void InputDisarm( inputdata_t &inputdata );
-};
-
-
-
-#endif // COMBINE_MINE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "Color.h" + +#ifndef COMBINE_MINE_H +#define COMBINE_MINE_H + +#ifdef _WIN32 +#pragma once +#endif + +class CSoundPatch; + +//--------------------------------------------------------- +//--------------------------------------------------------- +#define BOUNCEBOMB_HOOK_RANGE 64 +#define BOUNCEBOMB_WARN_RADIUS 245.0 // Must be slightly less than physcannon! +#define BOUNCEBOMB_DETONATE_RADIUS 100.0 + +#define BOUNCEBOMB_EXPLODE_RADIUS 125.0 +#define BOUNCEBOMB_EXPLODE_DAMAGE 150.0 +#include "player_pickup.h" + +class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics +{ + DECLARE_CLASS( CBounceBomb, CBaseAnimating ); + +public: + CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; } + void Precache(); + void Spawn(); + void OnRestore(); + int DrawDebugTextOverlays(void); + void SetMineState( int iState ); + int GetMineState() { return m_iMineState; } + bool IsValidLocation(); + void Flip( const Vector &vecForce, const AngularImpulse &torque ); + void SearchThink(); + void BounceThink(); + void SettleThink(); + void CaptiveThink(); + void ExplodeThink(); + void ExplodeTouch( CBaseEntity *pOther ); + void CavernBounceThink(); ///< an alternative style of bouncing used for the citizen modded bouncers + bool IsAwake() { return m_bAwake; } + void Wake( bool bWake ); + float FindNearestNPC(); + void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); } + int OnTakeDamage( const CTakeDamageInfo &info ); + bool IsFriend( CBaseEntity *pEntity ); + + void UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a ); + bool IsLightOn() { return m_hSprite.Get() != NULL; } + + void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ); + void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ); + bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return true; } + bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; } + virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; } + CBasePlayer *HasPhysicsAttacker( float dt ); + + bool IsPlayerPlaced() { return m_bPlacedByPlayer; } + + bool CreateVPhysics() + { + VPhysicsInitNormal( SOLID_VPHYSICS, 0, false ); + return true; + } + + void Pickup(); + + void OpenHooks( bool bSilent = false ); + void CloseHooks(); + + DECLARE_DATADESC(); + + static string_t gm_iszFloorTurretClassname; + static string_t gm_iszGroundTurretClassname; + +private: + float m_flExplosionDelay; + + bool m_bAwake; + bool m_bBounce; + EHANDLE m_hNearestNPC; + EHANDLE m_hSprite; + Color m_LastSpriteColor; + + float m_flHookPositions; + int m_iHookN; + int m_iHookE; + int m_iHookS; + int m_iAllHooks; + + CSoundPatch *m_pWarnSound; + + bool m_bLockSilently; + bool m_bFoeNearest; + + float m_flIgnoreWorldTime; + + bool m_bDisarmed; + + bool m_bPlacedByPlayer; + + bool m_bHeldByPhysgun; + + int m_iFlipAttempts; + int m_iModification; + + CHandle<CBasePlayer> m_hPhysicsAttacker; + float m_flLastPhysicsInfluenceTime; + + float m_flTimeGrabbed; + IPhysicsConstraint *m_pConstraint; + int m_iMineState; + + COutputEvent m_OnPulledUp; + void InputDisarm( inputdata_t &inputdata ); +}; + + + +#endif // COMBINE_MINE_H |